[SPRITES] Spriting Carnival!!

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
User avatar
Ryan Cordell
Posts: 4349
Joined: Sun Feb 06, 2005 6:39 am
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia (Modern GZDoom)
Location: Capital of Explodistan

Re: [SPRITES] Spriting Carnival!!

Post by Ryan Cordell »

Blade3327 wrote:How on earth did no one do this before? Seriously, a shield for medieval games. Looks great, though! Now programming-wise, is there a way to actually use it to block damage when it's raised?
Wouldn't be that difficult honestly. Just either constantly spawn an actor that flat out kills projectiles and such (very short range), or just spawn an actor that does the same but isn't spammed out.
User avatar
Enjay
 
 
Posts: 27072
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: [SPRITES] Spriting Carnival!!

Post by Enjay »

Actually, despite what Blade said, I'm pretty sure it has been done before and I think that an actor similar to what Ryan describes was used in at least one version too. Of course, finding said mod and providing a link is another matter. :?
User avatar
Cutmanmike
Posts: 11353
Joined: Mon Oct 06, 2003 3:41 pm
Operating System Version (Optional): Windows 10
Location: United Kingdom
Contact:

Re: [SPRITES] Spriting Carnival!!

Post by Cutmanmike »

I think neoworm did some similar sprites actually, but I haven't seen them used yet.
User avatar
neoworm
Posts: 1748
Joined: Fri Sep 23, 2005 9:17 am
Location: Czech Republic

Re: [SPRITES] Spriting Carnival!!

Post by neoworm »

Cutmanmike wrote:I think neoworm did some similar sprites actually, but I haven't seen them used yet.
Actually Joey used my sprites as base. And the concept Ryan described was used for the first time in old weapon resource pack as a secondary for lightsaber.
User avatar
Ryan Cordell
Posts: 4349
Joined: Sun Feb 06, 2005 6:39 am
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia (Modern GZDoom)
Location: Capital of Explodistan

Re: [SPRITES] Spriting Carnival!!

Post by Ryan Cordell »

Didn't the lightsaber (and Katana in AEoD) _deflect_ the projectiles as well? :P
CaptainToenail
Posts: 3975
Joined: Fri Jul 06, 2007 9:16 am

Re: [SPRITES] Spriting Carnival!!

Post by CaptainToenail »

Quake 2 stlye blaster :)
Attachments
Blaster.PNG
Blaster.PNG (4.74 KiB) Viewed 846 times
User avatar
NeuralStunner
 
 
Posts: 12328
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

Re: [SPRITES] Spriting Carnival!!

Post by NeuralStunner »

Mortarion wrote:I think thats a little better.
That's much better. :)
CaptainToenail wrote:Q**** 2 stlye blaster :)
Is the back part of the gun meant to project over the hand? It looks a little weird, like his hand is grafted onto the gun...
User avatar
Minigunner
Posts: 754
Joined: Mon Dec 28, 2009 5:13 pm

Re: [SPRITES] Spriting Carnival!!

Post by Minigunner »

I say just add a little bit of shadow to the part of the hand underneath the gun so it doesn't look like that.
User avatar
Blade3327
Posts: 1064
Joined: Wed Jul 09, 2008 10:34 pm
Location: The ass-end of regulated space

Re: [SPRITES] Spriting Carnival!!

Post by Blade3327 »

@Ryan: The only downside I'd think of with a shield item would be for it to only block attacks in front of the player. So that actor would have to constantly change position to stay in front of you at all times. It shouldn't create invulnerability from all angles, because a shield doesn't really work that way.
User avatar
neoworm
Posts: 1748
Joined: Fri Sep 23, 2005 9:17 am
Location: Czech Republic

Re: [SPRITES] Spriting Carnival!!

Post by neoworm »

Ryan Cordell wrote:Didn't the lightsaber (and Katana in AEoD) _deflect_ the projectiles as well? :P
It did, its just matter of giving the +Reflect/+Deflect flag to the dummy actor.
User avatar
ETTiNGRiNDER
Posts: 766
Joined: Sat Jan 30, 2010 7:02 pm
Contact:

Re: [SPRITES] Spriting Carnival!!

Post by ETTiNGRiNDER »

Been watching for a base to make this out of for ages. When I saw CaptainToenail's Coachgun on the Armory I decided it would probably fit the bill. Other bits come from Hexen and the fire everyone should recognize from regular Doom 2.

Kind of made this with a particular mod idea in mind. On the fence as to whether or not I'll actually use it, though.
Attachments
"Medieval"/Gothic SSG
"Medieval"/Gothic SSG
gothic-ssg.png (36.62 KiB) Viewed 776 times
User avatar
SamVision
Posts: 2425
Joined: Tue Apr 13, 2010 4:47 pm
Location: Behind You

Re: [SPRITES] Spriting Carnival!!

Post by SamVision »

:shock: Woah...
User avatar
Xaser
 
 
Posts: 10774
Joined: Sun Jul 20, 2003 12:15 pm
Contact:

Re: [SPRITES] Spriting Carnival!!

Post by Xaser »

Oh, snap! That's pretty damn awesome, I must say! :P

Reminds me of this guy. That's a very good thing. ;)
User avatar
NeuralStunner
 
 
Posts: 12328
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

Re: [SPRITES] Spriting Carnival!!

Post by NeuralStunner »

ETTiNGRiNDER: Make Cleric and mage versions and I will absolutely love it. ;)

(Great job on the skull motif BTW.)
User avatar
neoworm
Posts: 1748
Joined: Fri Sep 23, 2005 9:17 am
Location: Czech Republic

Re: [SPRITES] Spriting Carnival!!

Post by neoworm »

That shotgun should be common SSG replacement in Gothic themed maps.
Post Reply

Return to “General”