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2 hours ago, Desfar said:

The design is intended to be a kind of flesh pudding. Skin and muscle without bones.
If I make it a downward angle, the monster tends to look odd against the floors. would an abuse of Billboarding possibly work?
And if it finds a monster corpse, it will absorb the corpse and become a souped up version of the absorbed corpse.
(will eventually have to sort out the scripting, likely via the Res commands)

 

Hm alright. Maybe it's best to then add a small flesh/skin puddle around the human features so it appears more like a pool. That should make players view it as more geometrically appropriate in relation to its surroundings (Through the magic of confabulation!). I'm not sure what you mean by billboard abusing, but I'm all for it! I experimented with having FORCEXYBILLBOARD on some spherical monsters (Cacos!) which worked surprisingly well when viewed from above or below. Yes, they always stare at you but they move in a way that defies gravity anyway so they can turn whichever way they want.

I don't know if you can use any of this however and I can't remember a good blob monster example from other games.. I mean.. those facehugging amoebos from Duke Nukem could be worth a look. Though as I remember them they are NOT angled at all despite crawling on ceilings and floors so maybe that's the way forward?

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21 hours ago, Desfar said:

When it comes to low down enemies, should i design them with the assumption that the pov will be the player looking down on them?
Or does a perspective of straight on at the same height work?
skin3.png.d996fcb388f587f749b8a095588aebea.png Flesh Blob.
skin3.png.677cfae0b91b82e1c0cee96195e4811f.png Slightly Lumpier Flesh Blob.

If anyone has good examples of a proper blobish enemy, lemme know!

You could use freedom 2 not-mancubus for blobish part of shape.

FATTA1.png.245b4ebec8f979e9743afca5b8d5c7dc.pngFATTB1.png.0a80e09b3437e1d9e33349aff20caecc.pngFATTD1.png.99cc467461a433fe55907f0bc39d5147.png

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4 hours ago, LukeGaming said:

You could use freedom 2 not-mancubus for blobish part of shape.

FATTA1.png.245b4ebec8f979e9743afca5b8d5c7dc.pngFATTB1.png.0a80e09b3437e1d9e33349aff20caecc.pngFATTD1.png.99cc467461a433fe55907f0bc39d5147.png

I honestly forget about FreeDoom sprites most of the time. diving back into them!
Im also tinkering with some recolors of Might and Magic Slimes

Edit:
M&M Flesh blobs are decidedly cursed.
Not sure if quality or not, but very cursed.

skin4.png
SkinV6.png.51dbe2b2887ef2208b61705f3eb77a21.pngThinking this variance is working the best. Looks close enough to some cadavers I've worked with to give me the squick.

Edited by Desfar

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On 12/6/2023 at 5:43 AM, Desfar said:

Or does a perspective of straight on at the same height work?

If this enemy is going to be mixed in with regular doom enemies, I would say just do straight perspective. Otherwise, you will have mixed perspective between this enemy and the regular doom on-the-ground corpses and that will look strange.

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@R3v3.n4nt Methinks this is what some people chow down on before logging onto social media.

 

@LukeGaming If the instrumental to Staying Alive doesn't play at a very low volume during this weapon's ready state, then I just don't think it'll be that good of a weapon!

 

 

Edited by Lila Feuer

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14 hours ago, Desfar said:

I honestly forget about FreeDoom sprites most of the time. diving back into them!
Im also tinkering with some recolors of Might and Magic Slimes

Edit:
M&M Flesh blobs are decidedly cursed.
Not sure if quality or not, but very cursed.

skin4.png
SkinV6.png.51dbe2b2887ef2208b61705f3eb77a21.pngThinking this variance is working the best. Looks close enough to some cadavers I've worked with to give me the squick.

 

Extremely cursed haha!

 

And it looks good from where I stand. Seems like a good give-and-take between everything :)

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On 12/6/2023 at 1:18 PM, LukeGaming said:

First weapon sprite ever.

Doom weapon sprites are in that awful spot for me where their resolution is high enough that you have to pay attention to details and can't draw things on the spot but at the same time low enough that rotating/prodding any element with perspective tool mutilates linework.

Anyway, thing is supposed to be plasma shotgun.

 

plas.png

spray cannon?

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I come bearing gifts of new sprites! More for the Mimic, this time intended to spawn from a "friendly" marine (some friend he is if he has one of these things in him!) Additionally, there's a loose Mimic arm that can be used as a flying gib.

Here's the timing for the hatching frames, using my own decorate code as reference:

Hatch:
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_SetHealth(350)
	TNT1 A 0 A_ChangeFlag("Friendly",false)
	TNT1 A 0 A_ChangeFlag("LookAllAround",true)
	TNT1 A 0 A_SetSpeed(15)
	TNT1 A 0 A_Playsound("POD/SQUISH","chan_5")
	TNT1 A 0 A_SetSize(32,-1,true)
	PLAY H 10
   	PLAY I 10 A_Playsound("player/male/death1","chan_6")
	PLAY J 10
	PLAY K 10
	MBR2 A 10
	TNT1 A 0 A_SpawnItemEx("Rifle",5,0,0,5)
	MBR2 B 10
	MBR2 C 4
	TNT1 AAAA 0 A_CustomMissile ("FlyingBlood", 10, 0, random (0, 360), CMF_AIMDIRECTION, random (15, 75))
	MBR2 D 4
	MBR2 E 4
	MBR2 F 4
	MBR2 G 4
	TNT1 AAAA 0 A_CustomMissile ("FlyingBlood", 10, 0, random (0, 360), CMF_AIMDIRECTION, random (15, 75))
	TNT1 A 0 A_CustomMissile ("QGib4", 10, 0, random (0, 360), CMF_AIMDIRECTION, random (15, 75))
	MBR2 H 2
	MBR2 I 2
	MBR2 J 4
	MBR2 K 2
	MBR2 L 4
	MBR2 M 2
	MBR2 N 4
	MBR2 O 6
	MBR2 P 6
	TNT1 AAAA 0 A_CustomMissile ("FlyingBlood", 10, 0, random (0, 360), CMF_AIMDIRECTION, random (15, 75))
	TNT1 A 0 A_CustomMissile ("QGib3", 10, 0, random (0, 360), CMF_AIMDIRECTION, random (15, 75))
	MBR2 Q 4
	TNT1 A 0 A_PlaySound("player/male/pain100_1","chan_5")
	MBR2 R 4
	MBR2 S 4
	MBR2 T 4
	MBR2 U 4
	MBR2 V 4
	TNT1 AAAA 0 A_CustomMissile ("FlyingBlood", 10, 0, random (0, 360), CMF_AIMDIRECTION, random (15, 75))
	TNT1 A 0 A_CustomMissile ("QGib5", 10, 0, random (0, 360), CMF_AIMDIRECTION, random (15, 75))
	TNT1 A 0 A_PlaySound("player/male/pain100_1","chan_5")
	MBR2 W 6
	MBR2 X 6
	MBR2 Y 6
	TNT1 AAAA 0 A_CustomMissile ("FlyingBlood", 10, 0, random (0, 360), CMF_AIMDIRECTION, random (15, 75))
	TNT1 A 0 A_CustomMissile ("QGib3", 10, 0, random (0, 360), CMF_AIMDIRECTION, random (15, 75))
	TNT1 A 0 A_Playsound("POD/SQUISH","chan_5")
	MBR2 Z 4
	TNT1 A 0 A_Playsound("player/male/death1","chan_6")
	MBR3 A 2
	MBR3 B 2
	MBR3 C 4
	MBR3 D 4
	MBR3 E 2
	MBR3 F 2
	MBR3 G 4
	MBR3 H 6
	MBR3 I 6
	MBR3 J 6
	MBR3 K 6
	MBR3 L 6
	MBR3 M 6 A_SpawnItemEx("MIMICLowerHalf",-10)
	MBR3 N 6
	TNT1 A 0 A_Playsound("MIMIC/SEE","chan_6")
	MBR3 O 6
	MBR3 P 6
	TNT1 A 0 A_TakeInventory("StupidManSuit",1)
	TNT1 A 0 A_GiveInventory("IsAwake",1)
	TNT1 A 0 A_UnSetInvulnerable
	MIMK CDEFGH 6
	Goto See

 

Mimic New Hatching.png

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50 minutes ago, Sonik.o.fan said:

Vanilla shaped shotgun spriteset soon

image.png.5115af8a48181d1bbecede7bcc7f6830.png

 

Complete with a butt-bash I see. Nice work!

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@Sonik.o.fan, good work however, I'm rather surprised at the overall design of this one. its got all the sprites that mark needs for his brutal shotty, for sure but somehow it still has that plastic toy feel to it? intentional?

 

I mean, yeah, you wanted to capture the esssence of the id original art but somehow I felt it would be more changed. much like how the pistol sprites you did are clearly a reference to the doom pistol but are much more finely dialled into reality. to a point that, with the hands and that, they barely resemble the original at all...

pist.png

big differences

 

yet this feels much more sympathetic to the id art. was this Mark's desire for the sprite?  

shotguns.png

+/- seperated at birth

 

I'm just curious on the old design process at play,  is all...

Edited by osjclatchford

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12 hours ago, [name_withheld] said:

 

Mimic New Hatching.png

 

Ahhhh dude this looks so good!  Im always interested in things that look like og doom assets but reveal some unforeseen depth or danger.  Love it.

 

And a bit of code is always welcome!  I know I should be using Zscript but I've got so much deco code I figure I'll save it for my next project, so I'm still happy to learn a few new tricks and see how other solve problems.

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Mixed v20's SuperShotgun with v21's

Feel free to use them in your own project!

-= Credits =-

OSJC, TSF - Grenade Launcher stock

Sergeant_Mark_IV - Muzzle flashes

id Software - Doomguy hands and SuperShotgun barrels (from PSX Doom)

Myself - mixing it up, adding some edits

-= Note =-

Frames G and H are for recoil

ssgfa0.png.5e756ca1480a637046d51e0f8e85cc73.pngssgfb0.png.0973684095c606f02cb7be52e83718a5.pngssgfc0.png.5e536dd4063a27819973e733d89621be.pngssgfD0.png.9d0757d1901badeedd9e868a2d92f2ed.pngssgfE0.png.53f39cbe05f748ad8ce7b3f549e2b5e6.pngssgff0.png.50cd33e0533820da08fe392bc315d431.pngssgfg0.png.6818e6e2f52502146db55e22762b60b0.pngssgfh0.png.8b94334d2254fdf25fdf6e78ada6a896.pngssgga0.png.6f1eabf66a35dd7d8c1ed13ea777894a.png

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11 hours ago, osjclatchford said:

@Sonik.o.fan, good work however, I'm rather surprised at the overall design of this one. its got all the sprites that mark needs for his brutal shotty, for sure but somehow it still has that plastic toy feel to it? intentional?

 

I mean, yeah, you wanted to capture the esssence of the id original art but somehow I felt it would be more changed. much like how the pistol sprites you did are clearly a reference to the doom pistol but are much more finely dialled into reality. to a point that, with the hands and that, they barely resemble the original at all...

pist.png

big differences

 

yet this feels much more sympathetic to the id art. was this Mark's desire for the sprite?  

shotguns.png

+/- seperated at birth

 

I'm just curious on the old design process at play,  is all...


As for idle sprite - i wanted to add the shading the would make it look like it has round-ish surface on it, because, when i look at vanilla shotgun - it looks like it has square muzzle and buttstock, which doesn't make much sense if you ask me

As for reloading/pumping frames - i wanted to keep it as close as possible to vanilla design, didn't want to reinvent the bicycle

BD stuff? Its not exactly my business whether it ends up in Brutal Doom or not; I can only suggest stuff and it's up to people on how to use my resources
But i'd be glad if Mark and others would find that thing useful

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@sonik.o.fan

Right I see. For some reason I thought these were being done specifically for brutal doom , but being shared nonetheless, my bad.

 

I see exactly what you mean about the idle frames. Ids did indeed appear to have a flat top. Kinda like a mossberg500 or Remington 870 but as you say this does not match the pump anims that show if to have a round barrel, kinda like a Winchester.

 

The shading you've added has give so much more life yet has retained the feel completely, no doubt.

 

Likewise, the pump and new buttstock attack anims are equally full of that delicious classic flavour with much more detail than before.

 

Don't get me wrong about my previous comment, I love it! It's great, full of nostalgia and true to the original art!

Edited by osjclatchford

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I have dilemma with ravenant imp. I feel like he looks more cohesive without ravenant-styled wound and rotten bits, but at the same time I feel a bit guilty about making it just a recolour.

587654842_1(2).png.59b1d48b566de48e0fd894cfe001ae0a.png371563381_1(1).png.c63677c1bc3ed996a3a54c54e0f7a138.png

Here are some other imps I made recently:

162862682_2(1).png.9c061658f41b9ad2ad5eaa7f48560a5e.png1303456088_2(2).png.ca688ba2d70dc3ea87fb0f39bd98115c.png

 

Btw, does anyone know any wad that has working beta lost soul? I fell in love with the thing recently, only reconstruction that I found has completely grey sprites for some reason:

 

Edited by LukeGaming

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31 minutes ago, osjclatchford said:

Well, a quick Google search yielded this one:

 

The beta lost souls are also present in WAD form for those source ports that have beta emulation, eg Eternity Engine. You can find the sprites in the base\doom\eternity.pke file, which I guess is a bit more convenient that doing the work yourself.

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2 hours ago, LukeGaming said:

but at the same time I feel a bit guilty about making it just a recolour.

 

I am actually quite fond of the red bits you added, I think it looks great!

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1 hour ago, Mordeth said:

 

The beta lost souls are also present in WAD form for those source ports that have beta emulation, eg Eternity Engine. You can find the sprites in the base\doom\eternity.pke file, which I guess is a bit more convenient that doing the work yourself.

That's certainly true.

I Did not know of this...

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5 hours ago, osjclatchford said:

Well, a quick Google search yielded this one:

https://www.doomworld.com/idgames/combos/e_bskull

Not sure if that's the one you've already found but if that's the one with dodgy sprites then there's always these sprites;

 

24790.png?updated=1614270098

Which you could simply cut out and replace any existing sprites with...

 

That is the one unfortunately, but thanks for the sprite map.

4 hours ago, Mordeth said:

 

The beta lost souls are also present in WAD form for those source ports that have beta emulation, eg Eternity Engine. You can find the sprites in the base\doom\eternity.pke file, which I guess is a bit more convenient that doing the work yourself.

I looked through it and sadly all the graphics in eternity are gray aswell, I guess doom beta had some weird way of colouring things.

Well, I'll do it myself after all.

 

Edit: Turns out all Graphic(Doom) files look grey while in SLADE but get coloured in-game and setting "base resource archive" causes them to look proper in editor aswell. I had a feeling it would turn out to be something silly like that.

Edited by LukeGaming

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i forget what i post here, heres the chaingun from In Pursuit of Greed but I filled in the dead space of the barrels

CHGSHEET.png.490d5881f764ab08ba873781125619ca.png

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4 hours ago, Burgish said:

Paladin reskin of the Cleric from Hexen with a few tricks up his sleeve...

 

Recently occurred to me - if you're playing a necromancer, these are the kinds guys you have to be worried about.  Trying to come up with 'good-themed' enemies that aren't just dudes.

 

 

Statues of angels who weep at your sinful life-choices.
 

Spoiler

Weeping angels, if you will :^)

 

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10 hours ago, LukeGaming said:

I have dilemma with ravenant imp. I feel like he looks more cohesive without ravenant-styled wound and rotten bits, but at the same time I feel a bit guilty about making it just a recolour.

587654842_1(2).png.59b1d48b566de48e0fd894cfe001ae0a.png371563381_1(1).png.c63677c1bc3ed996a3a54c54e0f7a138.png

Here are some other imps I made recently:

162862682_2(1).png.9c061658f41b9ad2ad5eaa7f48560a5e.png1303456088_2(2).png.ca688ba2d70dc3ea87fb0f39bd98115c.png

 

Btw, does anyone know any wad that has working beta lost soul? I fell in love with the thing recently, only reconstruction that I found has completely grey sprites for some reason:

 

What if you made him skinny?

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10 hours ago, LukeGaming said:

I have dilemma with ravenant imp.

 

I actually like the second imp the most (the one with wounds and exposed parts). Could be used as an imp replacement in horror-themed wads.

Edited by PinkFlamingo

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