Thorogrimm Posted February 1, 2021 On 1/19/2021 at 11:41 PM, LoneAlpha2401 said: A quick concept for a Doom 64 hud face Damn, that's cool. I was actually considering starting a Doom64 guy mugshot as well. 2 Quote Share this post Link to post
Samuel Slayer Posted February 2, 2021 Trying to do a blood maykr sprite sheet. First coloring pass & idle animation done. 12 Quote Share this post Link to post
CherubCorps Posted February 6, 2021 The eight basic poses of the Dollmaykr. Her hair is Pink rather than blue now. 7 Quote Share this post Link to post
Stopsignal Posted February 7, 2021 On 1/28/2021 at 2:22 PM, EndHack said: I followed Stopsignal's tutorial (which is pretty helpful and y'all should check out if you have trouble making monsters) and I managed to make this bat thing that once I finish all the frames and rotations I'll be using in a project I'm working on with some friends, but I thought it was cool enough so far to share and maybe get some feedback on, and if the project is fully completed I'll probably release any custom sprites for general use Yes!! I wish my first spriting projects looked as good. Keep at it, you seem to have a knack for it already 👉👉 0 Quote Share this post Link to post
Noiser Posted February 8, 2021 On 1/20/2021 at 11:35 PM, Stopsignal said: highly important work being done here edit: using the pistol from the shooting satyr spritesheet, which is from the pistol zombieman, can't find the credit 13 Quote Share this post Link to post
Pirx Posted February 8, 2021 5 hours ago, Noiser said: zombie rabbit? 0 Quote Share this post Link to post
Fletcher` Posted February 8, 2021 Looks more like Jazz Jackrabbit to me. 7 Quote Share this post Link to post
EndHack Posted February 8, 2021 On 2/7/2021 at 1:18 PM, Stopsignal said: Yes!! I wish my first spriting projects looked as good. Keep at it, you seem to have a knack for it already 👉👉 thanks 0 Quote Share this post Link to post
lubba127 Posted February 8, 2021 https://scratch.mit.edu/projects/478593911/ I recently posted my Gunman sprites on scratch. i don't have them handy on my computer, but if you want the sprites you can just take them from this page. 2 Quote Share this post Link to post
inkoalawetrust Posted February 10, 2021 (edited) Here's all the noteworthy (And ones I consider good enough.) sprites that I've made on my own, they are all originally intended for ZDoom as you can expect. Here's 2 ammo sprites, the first is for a pistol magazine, and the second is for an Uzi magazine, not exactly modelled after the real thing though, because IRL they are just long dark rectangles. And here's two other random sprites of mine, of a silver key for one of my maps and of a soda can: And now for the actual sprite sheets I've made, starting with this tech lamp voxel model I made with a full 8 rotations. The sprite sheet for an aircraft enemy/miniboss, one of the first voxel models and sprites I made, however this specific sprite sheet is better made than the original one that I had made over a year ago of the same model. And now it's time for my favorite and best that I've made so far (IMO) sprites. A few months ago I made a voxel model of the NOP-03 Sarubia from Metal Slug. Here is a screenshot of the model I made in MagicaVoxel. And here is the sprite sheet: Here's the extra sprite sheets of the Sarubia, of a destroyed version of it and of the rolling ball mines/bombs it launches. Destroyed Sarubia: Rollermines (Only one angle, but the sprite is actually animated.): And for last, my most recent sprite sheet(s) as of the time I'm making this post, 2 sprite sheets for some (Almost*) working armor and health chargers I made, along with brightmaps made for both the armor and health charger to use. And yes they are obviously inspired/based on the HEV chargers from Half-Life. The health charger: The armor charger: And at last, the brightmaps for both of them: In case you are wondering how the chargers even work in-game, they are set to be flat sprites (AKA they are rendered as literal 2D images, they don't face the player or anything of that sort, like decals or textures.) and you put them right next to walls in the editor, similar to Half-Life's HEV chargers, like this: Spoiler Anyway that's all I think, this post took me literally an hour to make due to Doomworld currently competing with my PC for which one is the slowest. *The health charger works just as intended, the armor one on the other hand doesn't because armor works differently from health in (GZ)Doom and I can't figure how to get it to work properly. Edited February 10, 2021 by inkoalawetrust 8 Quote Share this post Link to post
FerrFerr Posted February 12, 2021 I like those health/armor chargers! Well, why not, I posted this on the zdoom sprite thread so here it goes too, tried to do a status bar, face included too, I'll show the full spritesheet when all the faces are done. 20 Quote Share this post Link to post
Scypek2 Posted February 13, 2021 Sweet status bar! with a clean, elegant and unique design. I dig the tilted labels too, though the inner sides of the H's should've been at least slightly slanted too to be consistent with the neighboring E and T. 0 Quote Share this post Link to post
Mad Dal 85 Posted February 14, 2021 (edited) These ain't my monsters, just edits that I have done for my Randomiser Mod, credit for the sprites used go to their creators. Here are 3 different classes/types of monsters that will give you a challenge in my mod. First up, the 'Crazy' monsters (Baron pictured for their colour) These ones are like their name suggest, crazy! They move so fast that they leave projections of themselves behind, they have double the health of their original counterpart and they also have multiple attacks that deals damage! Not difficult to beat but their movement speed is what will be more annoying about them. Also immuned/protected against some types of attack. Heavy weapons like BFGs and other heavy duty weapons works best against these. Second up, the 'Doomsday' monsters (Caco pictured for their colour) these monsters have 5 times the health and twice the speed of their original counterpart and all have green projectiles. They are also bigger too (scale 1.3) Not the toughest but they are immuned/protected against certain types of attacks. Machine guns and shotguns work best against these ones. Third up, the 'dark realm' monsters. F*ck these guys are (at the moment) the toughest yet! (Archvile pictured for their colour) These ones have 10 times the amount of health and are nearly 3 times faster than their original counterpart, plus they have a 50% chance of teleporting when injured and have a high defense against a huge variety of attacks and can rip you apart in an instant with their melee attacks. They do drop some very good inventory items and powerups but the drop rate is under 50%. Heavy weapons like BFGs and also shotguns works best against the dark realm monsters. Melee attacks works well too but I wouldn't advise it though. I have increased the damage that some weapons do in my mod to help balance out the gameplay when you're up against these tough monsters. Edited February 14, 2021 by Mad Dal 85 2 Quote Share this post Link to post
Stupid Bunny Posted February 16, 2021 (edited) Hey has anyone ever done a sprite of a Mancubus but with all the cybernetic implants removed--no flamethrowers, cables, or backpack, just a big fleshy fat guy? I checked the Realm667 bestiary and didn't see any such thing. If it exists and I have permission I might use it as a base for a sprite of my own. Edited February 16, 2021 by StupidBunny 1 Quote Share this post Link to post
Mad Dal 85 Posted February 16, 2021 (edited) 8 hours ago, StupidBunny said: Hey has anyone ever done a sprite of a Mancubus but with all the cybernetic implants removed--no flamethrowers, cables, or backpack, just a big fleshy fat guy? I checked the Realm667 bestiary and didn't see any such thing. If it exists and I have permission I might use it as a base for a sprite of my own. I've been looking for a Mancubus with chainguns attached instead of his flamethrowers, and I'm still a novice when it comes editing sprites so that will take me a while to do. A Mancubus without the flamethrowers and that sounds cool, but what attacks will it have? Edited February 16, 2021 by Mad Dal 85 1 Quote Share this post Link to post
Scypek2 Posted February 16, 2021 Vanilla As Fuck removes cybernetics from almost all the monsters. They mostly throw various kinds of fireballs instead. A chaingun Mancubus exists as well! 3 Quote Share this post Link to post
Mad Dal 85 Posted February 16, 2021 15 minutes ago, Scypek2 said: Vanilla As Fuck removes cybernetics from almost all the monsters. They mostly throw various kinds of fireballs instead. A chaingun Mancubus exists as well! Thanks, mate. This will make a great addition to my mod. 👍 0 Quote Share this post Link to post
Wereknight Posted February 16, 2021 Missed me? good. Because I brought to you this: Yes, new flashlight, for your spooky needs. Even FIREBLU edition included, WHAAAAAAAAAA~?! 4 Quote Share this post Link to post
Stupid Bunny Posted February 16, 2021 (edited) 4 hours ago, Mad Dal 85 said: I've been looking for a Mancubus with chainguns attached instead of his flamethrowers, and I'm still a novice when it comes editing sprites so that will take me a while to do. A Mancubus without the flamethrowers and that sounds cool, but what attacks will it have? Well I want it to have bare arms because I will take a crack at drawing on a cannon...elsewhere. It’ll be awesome, trust me. But I thought if I could skip the step of trying to edit out the flamethrowers and draw on arms/gloves, I might as well see if anyone more experienced and talented has done that already. EDIT: @Scypek2 you are brilliance this will be a great place to start! Edited February 16, 2021 by StupidBunny 1 Quote Share this post Link to post
ETTiNGRiNDER Posted February 16, 2021 5 hours ago, Scypek2 said: Vanilla As Fuck removes cybernetics from almost all the monsters. They mostly throw various kinds of fireballs instead. Download appears to be dead. 0 Quote Share this post Link to post
Scypek2 Posted February 16, 2021 5 minutes ago, ETTiNGRiNDER said: Download appears to be dead. That sucks. Fortunately I had it downloaded! VaF_v4.zip This may not be the final version, but it's the same one as shown in the video! 4 Quote Share this post Link to post
Stupid Bunny Posted February 16, 2021 YES Yeah I was just about to come and ask about that. Scypek2 to the rescue again 0 Quote Share this post Link to post
Martin Howe Posted February 17, 2021 I asked on ZDoom if anyone had VaF Final - user "Wolfman" posted a download of it, so if anyone wants it ... VaF_Final.zip 1 Quote Share this post Link to post
Pirx Posted February 17, 2021 On 2/12/2021 at 7:04 PM, FerrFerr said: I like those health/armor chargers! Well, why not, I posted this on the zdoom sprite thread so here it goes too, tried to do a status bar, face included too, I'll show the full spritesheet when all the faces are done. dude looks like connery in that zardoz movie. intentional? ;) 0 Quote Share this post Link to post
Negatronica Posted February 19, 2021 (edited) I finished the sprites for a fire animation plus multi-sprite explosion for the nuclear cannon (a BFG replacement) in HTC3. Edited February 19, 2021 by Negatronica 23 Quote Share this post Link to post
apollyon094 Posted February 24, 2021 I have a question: has anyone ever made rotational sprites for the Doom II monsters? My OCD can't stand dead demons having only 1 rotational sprite. 0 Quote Share this post Link to post
CherubCorps Posted February 24, 2021 I think people have done it. The problem is that with sprites, it doesn't look particularly good. Especially in slaughter maps or areas with a high concentration of corpses. 0 Quote Share this post Link to post
Peccatum Mihzamiz Posted February 24, 2021 I used @jval's excellent Procedural Tree Generator (link here) and created a whole bunch of trees for my forest level. So far I have made 14 of them into sprites and am planning to make a whole bunch more with different colours for variety. The 14 trees are lined up in the back, true size. I have the same 14 trees in front of them resized to about 30%, with a bunch of pinkies for scale. One more screenshot closer up, and one from my work in progress wad where I use the trees together with other Doom and Hexen trees: Spoiler 4 Quote Share this post Link to post
Gez Posted February 24, 2021 1 hour ago, apollyon094 said: I have a question: has anyone ever made rotational sprites for the Doom II monsters? My OCD can't stand dead demons having only 1 rotational sprite. Rotations for static objects look weird. For animated objects, the jump from one angle to another is "hidden" by the movement, so it looks natural enough, withi the lo-fi constraints of the game. But with corpses, it's jarring. 0 Quote Share this post Link to post
CherubCorps Posted February 24, 2021 (edited) Completed flight cycle of the Dollmaykr (Angelic Arch-vile). I wanted her body to have a rigid appearance while her hair, clothes and wings flow with energy. Edited February 24, 2021 by RomDump 11 Quote Share this post Link to post
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