Maz Hades Posted July 12, 2015 The spider replacement looks terrifying :D very nice. 0 Quote Share this post Link to post
raymoohawk Posted July 12, 2015 thanks maz :) ill try to get one rotation done soon, i already sketched out the legs for the 1st rotation, but i didnt take into consideration wich frame it should correspond to, so i may have to change it around im also working on the cyborg again (the wolfss) and i finally have a design i like, ill post an example frame as soon as i shade it 0 Quote Share this post Link to post
raymoohawk Posted July 13, 2015 big torches get all frames here http://sta.sh/21rhjklkmyxw?edit=1 0 Quote Share this post Link to post
Catoptromancy Posted July 14, 2015 Those lights are very much awesome. 0 Quote Share this post Link to post
raymoohawk Posted July 14, 2015 thanks :) is anyone having trouble accesing the link? 0 Quote Share this post Link to post
luckypunk Posted July 14, 2015 Link works fine for me. Wad: https://www.dropbox.com/s/jy4uauvp19lg0tg/torches.zip?dl=0 I have moved your earlier torch designs to sm[bgr]t*, where they probably should have been anyway. Looks great, you should consider manufacturing those Serpentipede lamps. 0 Quote Share this post Link to post
Scuba Steve Posted July 14, 2015 I think the big torches are too colourful. They could easily be mistaken for enemies in a firefight. I think they need to be a single tone or not so bulky. 0 Quote Share this post Link to post
Catoptromancy Posted July 14, 2015 The solid black spots with sharp contrast seem out of place. 0 Quote Share this post Link to post
Jaxxoon R Posted July 15, 2015 You are using a display setting that washes out the game horribly and screws up the contrast, you know. 0 Quote Share this post Link to post
raymoohawk Posted July 15, 2015 catoptromancy, i am working on updating the imp, i am sorry i am not faster, but i am doing the best i can. for now, those imps are better than the ones freedoom has had for so long. just tried the torches in game, i think they look fine, i dont really think they would be confused for monsters, hexen and heretic had some torch statues too after all 0 Quote Share this post Link to post
Catoptromancy Posted July 15, 2015 Was just letting you know, not in any hurry. They do look very awesome. 0 Quote Share this post Link to post
fabian Posted July 16, 2015 raymoohawk said:just tried the torches in game, i think they look fine, i dont really think they would be confused for monsters, hexen and heretic had some torch statues too after all Hinestly, I also think they are a bit too heavy and too bright. Compare e.g. the start of MAP22: 0 Quote Share this post Link to post
Gez Posted July 16, 2015 Yeah, keep in mind torches will always be fullbright, so the non-fire parts can be a bit darker. 0 Quote Share this post Link to post
raymoohawk Posted July 16, 2015 thanks for poinitng that out ill look into darkeining them 0 Quote Share this post Link to post
raymoohawk Posted July 18, 2015 as suggested ive darkened the torches, not sure if they are fixed now also more progress on second rotation lets see if i can finish the second rotation today 0 Quote Share this post Link to post
raymoohawk Posted July 20, 2015 here are more frames of the relatively finalized design this arent real frames yet. like with the octi, i will use a model made by teh_bucket to aid me in animating. i will wait for teh_bucket's model before picking a color scheme, this will give me time to work at a comfortable pace on the octi 0 Quote Share this post Link to post
Enjay Posted July 20, 2015 This guy: Looks great IMO (as do your other sprites too). I'm really digging the whole tentacle-y alien vibe from your sprites. I think they have been a big part of reinvigorating interest in FreeDoom and, as I've said before, are really helping to give it its own personality as distinct from merely being Doom with replacement lumps. That being said, I don't suppose you'd ever consider giving him humanoid legs at some point would you? I don't mean as part of FreeDoom (I think the tentacles work great for that). However, I think the torso looks like a cool armoured heavy stormtrooper kind of enemy and I feel that he might be quite useful to people as a humanoid enemy. The serpentipede is looking fantastic these days too. It's a very rich and well developed character now. I like looking back over its evolution to see how you got to this point. Good job. :) 0 Quote Share this post Link to post
raymoohawk Posted July 20, 2015 thanks for the kind words enjay :) i do plan on making a variant with legs, but i have to wait until i am done with freedoom and zauberer. 0 Quote Share this post Link to post
Enjay Posted July 20, 2015 Sure, no rush. I know you have plenty to do already. I'm just glad that you plan on doing it at some point. :) 0 Quote Share this post Link to post
armymen12002003 Posted July 23, 2015 How many monsters do you have done raymoohawk? These are looking alot better thank the old ones. 0 Quote Share this post Link to post
Catoptromancy Posted July 23, 2015 The repo is filling up! https://github.com/freedoom/freedoom/commits/master/ Also, the biosuit either looks floating or cuts off the bottom of the helmet when offsets are adjusted. Zooming in on the gif shows that the helmet is lower than the suit. This does not seem to work in-game. The bottom of the helmet and suit should probably be level. 0 Quote Share this post Link to post
raymoohawk Posted July 24, 2015 thanks for pointing that out cato, ill correct it immeadeatly armyman, 4 of the monsters ive worked on have been added to freedoom, but they where all edits of preexisting freedoom monsters EDIT cato here is a version with the feet at ground level, do you think it would work better? 0 Quote Share this post Link to post
raymoohawk Posted July 25, 2015 2nd rotation of octi down, working on third rotation nao suggestions for death? also can someone tell me if im right, revenant has 1 frame for profectyle attack, 3 frames for melee, 2 for pain, and 5 for death, is this correct? 0 Quote Share this post Link to post
raymoohawk Posted July 26, 2015 preview of the walk animation, something went seriously wrong, any suggestions? 0 Quote Share this post Link to post
RonLivingston Posted July 26, 2015 The cycle of those sprites you made are good, any progress on the elephant baron though? 0 Quote Share this post Link to post
raymoohawk Posted July 26, 2015 not yet, i do plan to continue it, but i want to prioritize freedoom/zauberer (the elephant is not for freedoom) i still think the movements of the octi are seriously wrong, maybe the tentacles are a tad too stiff? anywauy here is an early preview of the wolfss replocemnt that maz helped me do 0 Quote Share this post Link to post
RonLivingston Posted July 26, 2015 I kind'a like the old wolfss better, but I did use the retro shotgunner for the supershotgun guy since we have new shotgunner sprites 0 Quote Share this post Link to post
Catoptromancy Posted July 26, 2015 raymoohawk said:i still think the movements of the octi are seriously wrong, maybe the tentacles are a tad too stiff?[/url] I think they need more slithering/sliding and not an actual walk. Maybe lift a little. In this video you can see tentacles do not raise up, but just move back and forth. Maybe side view can have a slither, while front has a kind of shuffle, similar to video. https://www.youtube.com/watch?v=4kn3fcPgEJg#t=7m40s 0 Quote Share this post Link to post
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