jmickle66666666 Posted July 13, 2014 I've been working on some weapon sprites for practice, I've got 3 weapons functional so far. they look something like this: I've made a vanilla compatible version with just sprite replacements, and a zdoom version with better animation and different weapon balancing (messing about for preference) vanilla: https://dl.dropboxusercontent.com/u/8943931/doomwads/jmguns_v.wad zdoom: https://dl.dropboxusercontent.com/u/8943931/doomwads/jmguns_z.wad stuff I'd like to do: -the rest of the weapons -angled reload on the shotgun (will make it look much better for vanilla animation (also a ton of work)) -dehacked stuff -side-view versions, because centered weapons look bad comments and crits v welcome! If you'd like to use these, feel free, but keep in mind i'll be changing and improving them along the way. 0 Quote Share this post Link to post
40oz Posted July 14, 2014 It kinda looks like the right hand is resting on the left wrist. It might make sense if there was a bit of shading there 0 Quote Share this post Link to post
scifista42 Posted July 14, 2014 jmickle66666666 said:stuff I'd like to do: -angled reload on the shotgun (will make it look much better for vanilla animation (also a ton of work)) -side-view versions, because centered weapons look badCentered weapons are the best, for the sake of comfortable aiming. I'm completely okay with them, as well as the shotgun's reload animation. It allows the weapon to shoot quickly. If you wanted to preserve this fire rate and add a reload animation, the animation would have to be unnaturally fast, I guess. I like the weapons as they currently work in the ZDoom version - and it'll be no problem to make them work exactly the same in vanilla, using DEHACKED. They visually fit together well, it would make sense to see them in one mod (or TC). Good job. EDIT: Now I realized what the actual reload animation really is - but I still think that the current (ZDoom) one is sufficient in its simplicity and short length, IMO it would be unnecessary to spend work on extending the animation. 0 Quote Share this post Link to post
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