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Everything posted by Dragonfly
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What are the rules in this website?
Dragonfly replied to InvulnerabilitySphere's topic in Everything Else
in no community EVER would ban evasion be okay, lmfao -
Try merging it with a grey tone, then erasing the parts that were the background: I didn't do the best job here, as I'm just demonstrating one method you could pursue:
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Widescreen Assets Pack and Appreciation Thread
Dragonfly replied to OpenRift's topic in Doom General
Thought I'd use this to test the Photoshop Beta's "Generative Fill" tool - I have to say, I'm quite impressed. I do feel dirty using an AI tool, though... -
Since you asked here, there was no need to also DM me the same question - have some patience. :P In addition to asking questions, I feel it's worth point out that on of the absolute best ways to learn just about anything, is to experiment. Make mistakes until you get it right, because you not only learn what to do, but you also learn what not to do. Equally, you may learn multiple ways to achieve the same thing! Fortunately, in this case ramon.dexter has provided you the answer already. 👍
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Would love to see Agent Spork make a comeback 🙏
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Going Down, MAP21 (Though, being tyson-centric it is pretty difficult)
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Lots of smaller parts needed to make the bigger piece. First, you'll need to learn the basics of managing a WAD file, this is done using SLADE. You can use search engines to find threads and other pages which cover how to use it. Next, you'll need to learn how to make and manipulate graphics - this is a broader thing to learn, and with so many tools there's no one perfect source to teach you. But, the graphics you'd need to edit are called STBAR and STARMS, images of these below: Once you've made your edits of these graphics, you'll need to make a new WAD with SLADE. Inside this WAD you'll need to add both of the graphics you made, with the following names: STBAR, and STARMS. These are the graphics which make up the statusbar. Once added to the wad, you'll need to make sure you convert them to a Doom Graphic. Once this is all said and done, save the wad, load it up, then enjoy. :)
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This is happening because it appears I failed to handle what happens on respawn. I've knocked up a quick patch that you can load in alongside Skulldash (Expanded Edition). This patch removes the death screen entirely, so you're back to default behavior. This should stop the issue you're encountering with the script continuing and ending the map in multiplayer sessions despite a player respawning. Get it here: https://www.dfdoom.com/download/1757/ Do note that load order is important! This file should be included in AFTER the Skulldash Expanded Edition PK3 so that the ACS code is appropriately overwritten.
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Awesome! I'll keep an eye out for this. 😁
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I've got nothing to add, great explanation! @aloysiusfreeman, as Plums advised, try to become familiar with what colours are present in the PLAYPAL so you don't make art that converts poorly. 👍 EDIT: I will add that having a copy of the PLAYPAL lump as a graphic on hand is useful, if you drop it into your project you can use the eyedropper tool to take the colours directly from here, so that way you know that even if you are manipulating it (using smudge tool or whatever other blending methods you try), the base colour is close enough that it should convert pretty cleanly. To help, here's a copy of it in PNG format:
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Any plans for a Windows release? I'd be keen to use this!
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Incredibly good start, wouldn't have thought it was a first-time effort had you not said so. There's a handful of issues at present but you implied you were going to do some "touch ups". Most of my feedback has to do with anti aliasing - those "fuzzy pixels" around the edges of the sprite that blend between the sprite itself and the background cyan, example below: Unless you're targetting GZDoom or some other hardware rendering sourceport that supports PNG with alpha transparency, you need your edges to be hard, solid pixels, demonstration edit below: In a similar vein, the hands could do with some work. They suffer the same anti-aliasing issue as most of the sprites overall outlines, but also seem to have different thickness for the fingers between rotations, where in some sprites you can see between the gaps of the fingers, but in others you cannot - see below for example: I'd try to come up with a consistent thickness, whichever you choose, and stick to that. Lastly, colour palette - I don't know what tool it is you're using but it might not be too easy to work with given it's on an iPad (whaa!?), so I'd advise taking the sprites to a computer and using SLADE, or a graphics program like Photoshop to export them into Doom's 256 colour palette, known as the PLAYPAL. Below is an example of the 1st sprite in it's original form (left), then after being palettised (right) ((Plus some edge cleanup :D )) Hope this helps!
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Box Doom - Community Project [Slots Filled]
Dragonfly replied to randomsounds01's topic in WAD Releases & Development
this is awful -
{GZDoom} A new Doom II map : IDKC.
Dragonfly replied to Proxy-MIDI's topic in WAD Releases & Development
Or even easier, use a tool such as Gyazo to take the screenshot, it'll instantly upload it to the internet for you, and it's free. :) -
Share Your Sprites! (spammy posting split)
Dragonfly replied to Crankywankynarancia's topic in Doom General
🤞 -
Share Your Sprites! (spammy posting split)
Dragonfly replied to Crankywankynarancia's topic in Doom General
Seems my advice fell on deaf ears. -
Share Your Sprites! (spammy posting split)
Dragonfly replied to Crankywankynarancia's topic in Doom General
You misunderstand. They mean gain an understanding of 3D perspective, not literally render in 3D. Since doom guns should aim at the center of the screen, using a centerd 1-point perspective / "vanishing point" perspective is ideal, use youtube videos such as this one to learn, then apply that technique to drawing a gun. -
Share Your Sprites! (spammy posting split)
Dragonfly replied to Crankywankynarancia's topic in Doom General
I can start talking about it, but it's not... overly positive responses. First, the elephant in the room... Yes, that's a poor size-joke, deal with it - These sprites are exceptionally oversized compared to what would appear in game. See the below screenshot comparing the scale of your sprites to the ones actually used in game: As you can see, yours is enourmous. Below I'm scaling it down to be as close to the BFG in size as I can, for demonstration purposes: Which then highlights my next critique with the sprites you've posted. They're very blurry, as though you've taken a base gun of someone elses work or from another game, scaled them up in <image editor of choice> and then used a smear tool on them. Take a closer look at the original sprites for a reference, you'll notice that they're all quite crisp, with well-defined edges and care/attention applied to light sources (which should be easy in the original case to be fair, as they started as photographs that then had the hand-pixelling care applied afterwards). I've done a veeeery lazy/speedy edit below to try and sharpen things up by doing manual edits etc, and (again, lazily) ensured that there's no anti-aliasing around the edges so that it can work in the Doom engine. Lastly I've converted it to the Doom Palette. Here it is, hope that helps explain what I mean:- 60 replies
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"ABYSS OF TIME" -- My sophomore album -- OUT NOW!
Dragonfly replied to Jimmy's topic in Creative Works
Looking forward to the full release! T'was a joy to contribute angry people sounds. :) -
Box Doom - Community Project [Slots Filled]
Dragonfly replied to randomsounds01's topic in WAD Releases & Development
I made a thing. Get it here: https://www.dropbox.com/scl/fi/1ek2smemnopa23begx1m5/DF-Box.wad?rlkey=beezyurnkjzt06liug6gzss68&dl=1 Name: "Prism" Slot: I don't care what slot it goes in, though it should probably be earlier since it's easy. If it goes later, just replace the non-chaingunners with hell knights / barons or something. -
I'm having a hard time making OTEX work.
Dragonfly replied to St. Mildly Annoyed's question in Editing Questions
You have slade open in your screenshot. Is OTEX open in SLADE, or any other programs? That is what the error's complaining about after all. -
Then take some time to word it better; because your posts stink of "fuck the authors" with their current wording. Please also take this to another thread, thanks. 👍
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The palette's fair game, go for it! 👍 Edit for clarity: Ensure mention of Eviternity in your credits file(s); if you're looking to be more specific, credit me for the PLAYPAL and @ukiro for the COLORMAP
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*Decrepitude, actually. That is by definition: The state of being decrepit. Thanks for sharing your opinions, but I think my selection skills in MIDI are perfectly appropriate for the scenery I've placed them in (on maps where I chose the MIDIs, that is; though the other maps are appropriately matched too, imho). I also think keeping the colour palettes in check, avoiding excessive neon / rainbow vomit within the maps remains a good decision - and was something that was actively worked towards and reiterated on over time, rather than an excessive smattering of random colour. 👍