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A sprite that was based on the wad called UAC LABS (uhhhh) apparently i was bored so i edited the sprites and i posted it on the Official DOOM Server, idk if this causes me trouble but there you go

SARGI0.png

SARGJ0.png

SARGK0.png

SARGL0.png

SARGM0.png

SARGN0.png

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A tree lol.
The pic is huge coz Ive used it in Doom64 EX... where I cant add assets. So I use this texture as if it where a prop.
Works ok in the background where the player can walk around it.

 

HELTREE2.png

Edited by AtomicFrog

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1 minute ago, AtomicFrog said:

This Texture can be used as a prop if you draw eight lines and use it as a 'mid-texture'
You can then add proper prop torches to it.

CHAND1.png

looks pretty nice in game goodjob!

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On 4/15/2022 at 8:41 PM, horselessheadsman said:

chaincyb.png

The tireless smiths/surgeons of hell's armies have created a ghastly new beast to torment humanity.
Not even the vaunted 'circle-strafe' can save them this time...

 

Ugh. Anyone who's had an idea take more time to realize then it really should have knows how I feel right now.
For the sake of telling them apart from normal cyberdemons, these ones have their wires and such colored green; also so color

translation can easily change them to anything in the doom palette.
If you're feeling mean you can even change them to back to red and see if the player is playing attention...

 

 

My first recolor i ever did was something like this.  Sadly a lot of red shows up when he fires rockets so it looked weird.  Ill just use this instead as a new template and edit it in Adobe Photoshop!  Thanks.

Edited by Zemini

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8 hours ago, Solmyr said:

Shouldn't this one start disintegrating from the center outwards, like the others? 

You make a good point, although I generally followed point-of-impact from the main sprite, uniformity across death animations isn't really a concern of mine. I had also found that for some of the rounder-shaped enemies (Cacos and PEs especially) following the inside-out disintegration look pretty awful, especially given limited frames. This could just be a limitation of my own ability, though.

Edited by kwc
Tone

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8 hours ago, ILIKEDOOM2 said:

A sprite that was based on the wad called UAC LABS (uhhhh) apparently i was bored so i edited the sprites and i posted it on the Official DOOM Server, idk if this causes me trouble but there you go

SARGI0.png

SARGJ0.png

SARGK0.png

SARGL0.png

SARGM0.png

SARGN0.png

I made for my red pinkies an exploding sequence. It doesn't work all the time with RPGs & BFGs but it was worth it...

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That's pretty good, but I'm a bit neutral on the gunsmoke.

I guess it's just me though...

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I think the smoke's fine, but the harsh aliased pixels of the muzzle flash against the smoke looks very unusual, making it look, for want of a better phrase, "asset-flipped" where the smoke's obviously a google'd PNG but the flash was hand drawn. Also the flash as the cocking mechanism strikes probably wouldn't be red?

 

Also worth noting that the translucency of the smoke restricts this sprite to the few ports that support such artwork, such as GZDoom, though I'm sure that's the intended target anyway.

 

Lastly, most minor nitpick ever, but the bottom-left pixel of doomguy's arm disappears on the first firing frame. I was only able to spot this because it was all I could see while typing this message, heh.

Edited by Dragonfly

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16 minutes ago, Dragonfly said:

Lastly, most minor nitpick ever, but the bottom-left pixel of doomguy's arm disappears on the first firing frame. I was only able to spot this because it was all I could see while typing this message, heh.

I'm pretty sure it was the result of GIF artifacting. The frames from the gun itself appear fine to me.

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Excellent work thusfar, @TommyGalano5


I agree with Dragonfly about the flash, I too think such a nice weapon sprite deserves a heftier muzzleflash as well.
I wonder if sourcing or referencing the muzzleflashes from the pistol (PISFA0) or shotgun (SHTFA0, SHTFB0) may help match the quality of your sprite.
 

I wonder, too, depending on what sourceport you're targeting for this sprite, if the gunpowder smoke could be 'outsourced' as a separate sprite, like a puff spawn in front of the player. I only suggest this because I'm curious as to how the animation would read while the player is moving around.

Edited by kwc

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21 hours ago, Dragonfly said:

> I think the smoke's fine, but the harsh aliased pixels of the muzzle flash against the smoke looks very unusual

> Also the flash as the cocking mechanism strikes probably wouldn't be red?

Ahh yeah the muzzle flashes are now cleaned and can be chosen by the user if you want to create your own.

 

And as for the striking sprites maybe I'll leave it for now as I really wanted it to be stylized and be in the same vein as a muzzle flash due to how the yellow in the pallette is very limited.

 

20 hours ago, kwc said:

I wonder if sourcing or referencing the muzzleflashes from the pistol (PISFA0) or shotgun (SHTFA0, SHTFB0) may help match the quality of your sprite.

And yes it is now added! 

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22 hours ago, kwc said:

I wonder, too, depending on what sourceport you're targeting for this sprite, if the gunpowder smoke could be 'outsourced' as a separate sprite, like a puff spawn in front of the player. I only suggest this because I'm curious as to how the animation would read while the player is moving around.

Blackpowder muskets make a lot of smoke, would be fun to see it linger and spread out for a long while, adding up as you shoot more, maybe enemies make smoke too.

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 Edited the Hexen Heart of D'sparil and made it into coloured Gem Keys

BGEMB0.png.2d68e196815d73f4a25229fccd6a1880.png 

BGEMA0.png

GGEMA0.png

GGEMB0.png

RGEMA0.png

RGEMB0.png

YGEMB0.png.570b1a91abcc492f8f18af5d43fa30e0.png

YGEMA0.png.dab6c36759b8b648c9b0798cdc91d683.png

I also edited the Blue candle and made it green for magical candle variety.

GCANE0.png.242dbe24dc2b3066534abe4e51cd6a4b.pngGCAND0.png.2a1af5351b4ce5b0c28cd213968053b0.pngGCANC0.png.78087708c3f2ef5d1949b0a3b0815c34.pngGCANB0.png.7c5eea934d37bdb5d4990eb5f936ab61.pngGCANA0.png.6ae791a7f0448443773527499bc56db0.png

 

These are all on the Doom Palette.

Spoiler

 

Screenshot_Doom_20220425_012527.png.074f8d9f2c5b1ef2c0994e4a4d8fa60e.png

 

 

Edited by ElFrostyzoid
Order

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On 4/9/2022 at 11:41 AM, Korp said:

Dont usually post my artwork here, but here's something i did for good ol @Jimmy
 


Also a palettized version courtesy of Jimmy :P

 

 

best face ever  :D

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Absolutely an affront to anybody using a non-ZDoom port, but this explosion and subsequent decal from a WAD I’m making


F6B6D087-A3EF-4AAD-94E6-6A3EAFE2C748.png.18b9b525870462191713676a73e99df3.pngFC9AF6E2-CE2E-42D4-9053-648A6C882E5C.png.c9d14b6fe3ba1645a2e96d94b1b9780c.png9B017C99-B6AD-45C1-9E60-06CE3C8D4743.png.98c973c1c41ba3c7096158ed12368375.png935AAB3D-F9B1-4352-89D3-66A0E1AD2B16.png.ee8a49a1966c9aa43494ca929d5ef88a.pngF9098253-600B-4418-B95A-778C41755124.png.76f0dfbd34a8598cd5e6c835c17a23ea.pngE4A9BB05-EF55-4445-AE06-71B02A8371E4.png.b627dde7c0ae9f4d84028a7f5428673c.pngC2A6FA91-9D34-476A-B510-D6800986D0B3.png.5060e3c1051a4e4c7cf7c2d393675d78.png

 

 

 

Edited by Fraston

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