XaiJu
finalbossblues
finalbossblues

patreon


Monster Monday 9: Hidden Hobgoblins

Hello! I hope you had a nice weekend. I'm here today with the first entry for August in our ongoing special summer event...

Today's monster is a sneaky little fella... these hobgoblins will hide in crates, barrels, and pottery. When the unsuspecting player gets close, they come in for the attack-- and they take the hiding spot with them!

After you smash open the hob's barrel, they will run away and find another one. Finish them off before you lose track of where they went!

You might remember this post from last year-- a little set of breakable crates, barrels, and pots that were specifically designed to work with the Elements tilesets. I designed these hob enemies to use these exact objects for their hiding spots-- that way you can have them fit perfectly into your game environment and mechanics.

You can even see how I used that same breaking animation in my preview recordings.

Of course, these guys are designed to work with any of these objects-- and even potentially switch between them. The intent is that they can take up whatever is the nearest objects-- but for the sake of not spending too long on the video recording, I only implemented it in my preview game with the barrel.

Speaking of which, here's the extended webm video, as usual: fighting some hobs (webm)

Here's the breakdown of the sprite sheet:

There are two different hobgoblins. They have the same proportions and use the same animations, but I couldn't decide on which design to use-- so I figured that we might as well include both!

I didn't have a use for the sleep animation in my implementation in my game-- but I made it anyway, because a lot of the other enemies had a similar animation for a state like this. Maybe the hobs use the sleep animation if they're in an area without any crates to hide in.

The jump animation is intended to be flexible-- you can use it to transition out of the sleep state, as a general reaction to being hit, or to show them jumping into or out of a hiding spot.

The walk and sleep animations are designed to loop. The jump animation is intended to play straight through in between the other animations... though you could loop it if you want to.

For the crates/barrels/pots-- we have a lot of options to work with: the regular ones based directly on the Elements tileset, as well as the unique variants that I introduced in the breakable crates post.

We have the same two core animations for the hobs inside these objects: the walk animation (four-frame loop) and the jump (four frames straight). The first frame of the jump animation is a duplicate of the base object tile-- included for use when the hob is completely hidden and laying in wait, blending in with the surroundings...

Onto the Downloads:

Reminder: Like my previous releases in this series, some of the animations are arranged vertically on the sheet: specifically the ones that are not intended to be looped. You'll need to animate it manually in the engine by changing the facing direction. The walking animations which loop are arranged in the default way for RM-- just remember to use the 'direction fix' option.

Empty spaces on the sheets have colored squares to help you visualize the alignment for any re-organization you want to do.

I hope that you find these useful!

------

Previous Summer of Monster releases:

------

And that's it for today!

I'll be back later in the week with something new from the request thread. See you then.

Thanks!

Comments

Damn sneaky gobbos

Dark_Ansem


More Creators