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Little bit help with this @Brutal Lad work on this gravedigger sprite idk it will be replacing mg or hmg,who know how make this picture look more like doom sprite?

 

489525882_unknown-1(1).png.b4b86c335f66c4aff288e5e34425d176.png

Edited by Wad overdose

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final look i later clean this white edges but i have problem i don't know how to resize picture without loss quality and look like original picture,If anyone knows how to do it can I write please!.

PSX_20220806_145316-removebg-preview.png.b9421dc741f190ecc19738ba6d7f7524.png

Edited by Wad overdose

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On 7/3/2022 at 3:24 PM, Nathan Silver said:

image.png.0294b228e4642e9cd0e08518de2329cb.png

 

I'm surprised how nobody ever made such sprite based on TF2 classes in the Doom style so I made a Heavy mugshot sprite not so long ago.

 

I fucking love this.

The most I've done is recolor a sniper to be red lol

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1 hour ago, Desfar said:

A slight rework to a weapon I've been toying with making.
Now instead of summoning a friendly mob, it will trap enemies in a temp pain state, and if they are low enough on health it will likely just drag them out. 
Still needs a little work, and I will probably need to double the frame count to make it look smoother.
But i like the way it works as a concept.

Imp Layers.gif

Looks cool

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I've been trying to make a Tie Pilot for a long time, but the black texture is a bit difficult to work for me
Finally i think i'm arriving to a good point....

DSORA1.png.3857da04a8960cb5f39c4ad1b987efae.png

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5 hours ago, Grieferus said:

I saw Nathan Silver doing Heavy TF2 mugshot, and I tried to do the same.

heavy_mugshot.png

 

I soooo wanna make a tf2 mod just because of these sprites lol

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3 minutes ago, ElmStreetSlasher1984 said:

Just a Bladed glove, man my bladed glove sprite sucks man.

doomfreddy.png

Only if it had better knife blades and color, like Freddy Krueger's.

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1 hour ago, WARDUST said:

All the sides. Need polish some details but that's it :)
tiepilot.png.a35f1309fcb3c7f4520599619b6f6704.png

looks really nice!

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WIP Status Bar (Screenshot in 640x480, DSDADoom):
unknown.png
I'm not sure how the Doomguy's armor looks like.
 

Spoiler

320x240, DSDADoom:
unknown.png

Woof, High Resolution: OFF:
unknown.png

 

Edited by Rycuz

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On a whim I decide that I could do the 3DO/PSX/Jaguar style gib animation for a mugshot set. It turns out the frames are really easy to modify as needed, I even improve them a little bit to add more detail and animation to them, lining up the offsets too. Dark brown hair with sideburns are by Tommy Galano, sunglasses came from 130skins.wad, and PhantomBeta helped me figure out the implementation of the animation.

 

Spoiler

94guy-blows.gif.ae6d2bb79c65cae21af1e96f16b3e2df.gif

 

I find that it animates best with a 10 tic linger on OUCH2 to start with, then running through the gib frames at 2 tics per frame, that way it looks rapid and dramatic, and you have a chance to glance down at the OUCH face before the animation happens and is over. The original animation in the console ports animates at 10 tics flat for each frame, and that gives you a pretty good look at each frame, but it also looks awkwardly slow and lacking in weight.

It was really fun to work with.

 

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1 hour ago, Rycuz said:

WIP Status Bar (Screenshot in 640x480, DSDADoom):
unknown.png
I'm not sure how the Doomguy's armor looks like.
 

  Reveal hidden contents

320x240, DSDADoom:
unknown.png

Woof, High Resolution: OFF:
unknown.png

 

 

Looking good! I was just thinking of doing a similar edit to the base hud so it would show Doomguy's armor, AUGER;ZENITH style.

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1 hour ago, Mike Stu said:

 

Looking good! I was just thinking of doing a similar edit to the base hud so it would show Doomguy's armor, AUGER;ZENITH style.

I have idea to make the armor color changes in multiplayer (green suit, grey suit, brown suit, and red suit) and perhaps singleplayer suit color.

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3 hours ago, Fraston said:

@ChopBlock223

How do you implement an animated death status bar? I can’t find any information on it.

No sourceport except GzDoom supports it, though GzDoom does support it semi-natively.

It'll require a ZScript lump, a MAPINFO lump, and an SBARINFO lump.

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