raymoohawk Posted January 14, 2015 kinda finished this one, kinda 0 Quote Share this post Link to post
Mithran Denizen Posted January 14, 2015 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. 0 Quote Share this post Link to post
dg93 Posted January 15, 2015 Those sprites look pretty neat raymoohawk 0 Quote Share this post Link to post
HorrorMovieRei Posted January 17, 2015 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. 0 Quote Share this post Link to post
fraggle Posted January 18, 2015 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. 0 Quote Share this post Link to post
raymoohawk Posted January 18, 2015 thanks guys, ill decrease the bobbing, and sorry i havent corrected the orb monster yet, getting to that soon 0 Quote Share this post Link to post
fraggle Posted January 18, 2015 No problem, take as much time as you need. You're doing amazing work. 0 Quote Share this post Link to post
BaronOfStuff Posted January 20, 2015 That Serpentipede is looking absolutely fantastic. 0 Quote Share this post Link to post
Blastfrog Posted January 21, 2015 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? 0 Quote Share this post Link to post
raymoohawk Posted January 21, 2015 yes im going to rewoek it, actually seeing it in game made realize the many mistakes 0 Quote Share this post Link to post
raymoohawk Posted January 25, 2015 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 0 Quote Share this post Link to post
Blastfrog Posted January 25, 2015 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. 0 Quote Share this post Link to post
raymoohawk Posted January 25, 2015 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 0 Quote Share this post Link to post
Catoptromancy Posted February 10, 2015 Most awesome! That ball it is shooting also looks cool. I have been thinking about using a ghost-like plasma sprite for the lost soul. 0 Quote Share this post Link to post
raymoohawk Posted February 11, 2015 thanks, and yes it is supposed to be a pain elemental anyway here is a shitty test of the octa walking 0 Quote Share this post Link to post
fabian Posted February 11, 2015 raymoohawk said:anyway here is a shitty test of the octa walking Er, that's great already! Has the improved Caco already been commited? 0 Quote Share this post Link to post
raymoohawk Posted February 11, 2015 noe, i havent cleaned it up yet 0 Quote Share this post Link to post
Guest Unregistered account Posted February 14, 2015 I just think you need to clean up the upper body - it looks slightly weird/awkward the way its arm bends behind its back. 0 Quote Share this post Link to post
raymoohawk Posted February 15, 2015 ill correct it as i go along meanwhile more walktest 0 Quote Share this post Link to post
raymoohawk Posted February 17, 2015 another walktest, this one is turning very silly (i loled hard when i saw it animated) ill probably make the minigun just stay to the side 0 Quote Share this post Link to post
esselfortium Posted February 17, 2015 raymoohawk said:another walktest, this one is turning very silly (i loled hard when i saw it animated) http://i1372.photobucket.com/albums/ag334/raymoohawk/sillywalk_zpszorwwobd.gif ill probably make the minigun just stay to the side That would probably be for the best. He's going to really tire his arms out swinging it back and forth like that! 0 Quote Share this post Link to post
raymoohawk Posted February 17, 2015 slightly less stoopeed version (but still stoopeed) 0 Quote Share this post Link to post
jmickle66666666 Posted February 17, 2015 pump that minigun! (when you're carrying something heavy like that you usually keep it v steady, try to keep the minigun very still in the sprite to make it more natural) 0 Quote Share this post Link to post
Enjay Posted February 17, 2015 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. 0 Quote Share this post Link to post
raymoohawk Posted February 17, 2015 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 0 Quote Share this post Link to post
AD_79 Posted February 19, 2015 Well I would assume that it is a chaingunner replacement, heh. 0 Quote Share this post Link to post
darknation Posted February 19, 2015 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. 0 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.