Jump to content

Raymoohawk's sprite edits


Gez

Recommended Posts

Great work that's being done in such a relatively short span of time here. Stumbling into this thread a few months ago is half of what brought me back to regularly visiting Doomworld, actually.

As much as the previous serpent was a great placeholder, it's always been one of the assets that significantly cheapened my visual experience of Freedoom, to the point of making the game less enjoyable. It's really nice to see the sprite quality of some of the common enemies brought up to a new standard like this. The zombies especially provide a new sense of polish, right from the first map.

Thanks, raymoohawk, and everybody else who has been incrementally improving Freedoom over the past two years.

Share this post


Link to post

Excelent work. My only complaint though that the side and diagonal frames look kinda wonky. The bobbing makes it look like a South Park character walking.
Other than that, everything looks cool. Great job.

Share this post


Link to post

Looks awesome! I've compiled these into a WAD and they're looking great.

Only criticism I have is that I'd echo HorrorMovieGuy's comments about the animation - the serpent seems to bob his head back and forward in an odd way if you view it from the right angle. Check out the WAD to see what I mean.

Share this post


Link to post

Angles 3 and 4 look far brighter than the other ones. I think the others are too dark, could they be lightened to be more consistent with 3 and 4?

Share this post


Link to post

did the first rotation of this



before continuing it ill rework the serpentimede here is a preview



im trying to minimize the noise and make the walking less bad, not sure how im doing thoug

Share this post


Link to post

It's looking much nicer and cleaner. However, I take issue with the imp starting to look darker. Consider that what you see in your editor is the brightest they'll ever look in-game and will be darkened by the environments in most cases. For easier visibility in the dark, it's better for them to be brighter than that.

A suggestion: if you'd like to save yourself work on symmetrical monsters, do all 8 angles but only the first 2 walking frames. That way, it can be mirrored to fill out the last 2 frames.

Share this post


Link to post

thank, i will make them lighter, its going to take me a little while thoug. as for the suggestion, i already knew that, but i constantly forget :-) (i did use it on the lizard guy i think)

EDIT

here is a slightly improved version, it probably still needs more polish, but ill take a little break from it and do a bit more of the octaminator



also some more progress on the summoner


Share this post


Link to post
  • 3 weeks later...
raymoohawk said:

anyway here is a shitty test of the octa walking


Er, that's great already!

Has the improved Caco already been commited?

Share this post


Link to post
Guest Unregistered account

I just think you need to clean up the upper body - it looks slightly weird/awkward the way its arm bends behind its back.

Share this post


Link to post

I find that with the legs and the gun both being grey, the gun gets lost a little bit (in some frames more than others). Could a bit of recolouring be considered?






I'm not saying that green is the right colour for the legs (I'm not saying it isn't either) but the colour contrast does make the gun more visible IMO.

Share this post


Link to post

jmikle, yeah ill do that, now that im more awake i cant stop laughing at my two attempts, i dont know wich one is funnier!

enjay, ill see how it looks with the greenish colors i used in the cyberdemon edit, if that doesnt work ill probably use the green color, or i might try giving it a rusty color

EDIT

okay another test, hope its not becoming anoyieng

Share this post


Link to post

Few tricks that might help.



Consider adding something (a chain? Dog tags?) around the beasties neck, something that can swing and add movement to the upper half of your sprite. Swing it against momentum if it's heavy; lag movement one frame behind where instinct tells you it ought to be to put some real weight into something.

Note that heavy objects (chaingun) don't need to move as much as light ones. One pixel per frame is perfectly fine. Be subtle.

Consider a sharper movement between foot contact/foot lift TO rear. Don't be afraid to skip a 'tween frame in there, it adds more weight to the character's movement.

You've also got a kneecap that is floating around in outer space there. Nail it back down again, heh.

edit: fixed image so I look less like a retard. Also, note that shoulder movement is on a fulcrum from the neck, so as one shoulder comes up, the other dips down slightly.

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...