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RUN - Pathos 1.0.0

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About This File

A bonus stage taken from the NES Godzilla Creepypasta, just as it is in the NES Godzilla Creepypasta fangame by IuriNery, hence the difference in sprites.

Quoted from the NES Godzilla Creepypasta Wiki:

Quote

All RUN Levels have differences, yet most of the have a similar way of gameplay. The player would be spawned in a hellish place, after moving right for some time a loud roaring sound can be heard, which signifies Red's appearance. The player must move quickly as Red is quicker than the player; should the player get hit or stopped by a obstacle (in the further levels),they would be launched back and probably very easily killed by Red. Moving quickly and reacting on time is required as Red gets closer. If the player manages to survive, they will officially win the level, moving on to the next planet.

In the fangame, the fire goes out over time in the background, indicating how long you have left, though partway through the level is obscured by fog as he continues to chase and attack. Aside from simple collision he may try to reach out with his claws to extend his reach, and teleporting in front of you to try and get you to RUN into him instead. Instead of killing you in one touch like the story, every time he touches you one letter of 'RUN' will turn red, and if they all fill up you lose, and he devours your monster.

Can be customized for compatibility with his victory animations

Quoted from the Read Me:

Quote

All you need to do is have some animations, and optionally, you can also add extra things happening during it.


-The Hitsprites-
Use Animation 4346010 for the initial getting hit frame(s). This appears right before his intestine jaw bites the character.
Use Animation 4346011 for the being dragged in frame(s). This appears during the intestine jaw dragging the character towards RED.
Use Animation 4346012 for the being eatten frame(s). This appears while being, well, consumed by RED.
The Sprite Alignment for these should be at the feet for 4346010 and 4346011, but at the head for 4346012.
Take note that the eatten frames will very slowly move diagonally towards RED's mouth.

-Boardsprite-
Use Animation 4346020, it should be two frames that are identical to his 60220 animation, aka:

; Pathos Board
[Begin Action 4346020]
8100,0, 0,0, 15, , AS0D0
Interpolate Blend
LoopStart
8100,0, 0,0, 10, , AS256D0

You can replace the sprite numbers, but the blend and such must be retained.
Check the compatability_example PNGs for examples on how to lay out the boardsprite.

The sprites used in the animation should be similar to compatability_example_boardsprite.PNG!

-Optional Death Animation Stuff-
Optionally, you can also include things to make your character create helpers or explods during these animations.
You mostly just need to use similar checks to his 60120 State in REDVariantA.cns.
All of this stuff should be in Statedef -2, for obvious reasons.

For example, if you wanted to make a helper spawn as soon as you were eatten (like Mothra's Wing or the Vehicle pilots)
you'd put this in Statedef -2

[State -2, RED Compatability]
type = Helper
trigger1 = enemynear,name="iuri_runA" ;Makes sure you're actually fighting RED.
trigger1 = stateno=60120 ;Makes sure you're in RED's grab state.
trigger1 = enemynear,var(11)=60005 ;Returns REDs current state. 60004 is just before consuming, 60005 is during the consuming, and 60006 is the Board or Game Over screens.
trigger1 = enemynear,var(10)=1 ;Acts as the Time trigger for RED's current state. This will activate (almost) as soon as RED's state begins.
helpertype = normal
name = "RED Compatability Example"
ID = 4346013 ;Arbitrary, can be any ID you want.
stateno = 4346013 ;Arbitrary, can be any State you want.
pos = 0,0
postype = p1
facing = 1

You can use these same triggers for explods, etc etc. Do whatever you like!
 

I do not know how to beat this level.  Please feel free to send suggestions.

By Z-9 Lurker

 


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