I've finished the Doomguy sprites in two versions and colors. You can download the sprites by clicking on the image of the version you want.
https://i.ibb.co/n8nnFqyy/Dguy-2026-BC-Vista-previa.gif
https://i.ibb.co/ccFK816K/Dguy-2026-CC-Vista-previa.gif
https://i.ibb.co/3mn2ghng/Dguy-2026-BM ...
Search found 157 matches
- Fri Jul 24, 2026 11:06 am
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38077
- Views: 4720522
- Tue Apr 21, 2026 8:49 am
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38077
- Views: 4720522
- Wed Dec 03, 2025 9:42 am
- Forum: Tutorials
- Topic: Create Bitmap Fonts with Pro Motion NG
- Replies: 0
- Views: 263
Create Bitmap Fonts with Pro Motion NG
When looking for ways to create fonts and implement them in our mods, we find dedicated programs, many of which are currently deprecated, mainly because they require specific additional software to run, and often, this software no longer works properly on modern systems.
Another way to bring our ...
Another way to bring our ...
- Tue Aug 29, 2023 8:34 am
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38077
- Views: 4720522
- Mon Jul 31, 2023 9:15 am
- Forum: Requests
- Topic: Female Sprites
- Replies: 2
- Views: 1821
Re: Female Sprites
"Doomgal" here: https://forum.zdoom.org/viewtopic.php?t=31874
And also search for "Clash", "Female scientist", "Female zombie pack", and the packs 1 & 2 of "Former scientists" in Realm 667 .
I would put the access to each one, but it is kind of complicated to put the link to a specific character ...
And also search for "Clash", "Female scientist", "Female zombie pack", and the packs 1 & 2 of "Former scientists" in Realm 667 .
I would put the access to each one, but it is kind of complicated to put the link to a specific character ...
- Wed Jul 19, 2023 4:17 pm
- Forum: Tutorials
- Topic: Alpha channel posterization in Paint .NET
- Replies: 3
- Views: 4206
Alpha channel posterization in Paint .NET
For a long time I was looking for if it was possible to handle antialiasing levels in images, I mean, if it was possible to determine the level of it in order to have oblique lines without so many levels of transparency in the outline. And unfortunately I couldn't come up with a solution, until I ...
- Wed Mar 01, 2023 7:20 am
- Forum: General
- Topic: ZDoom project ideas you have
- Replies: 5377
- Views: 698569
Re: ZDoom project ideas you have
A mod based on the Duke Nukem universe, but set in europe during the WW2.
Tentative name "Duke it Out in Deutschland".
Tentative name "Duke it Out in Deutschland".
- Mon Mar 07, 2022 3:19 pm
- Forum: Scripting
- Topic: [SOLVED][ZScript] Help with a custom weapon pickup system
- Replies: 1
- Views: 591
- Mon Mar 07, 2022 3:15 pm
- Forum: Resources
- Topic: [ZScript] Custom weapon system with dynamic ammo drop
- Replies: 0
- Views: 1286
[ZScript] Custom weapon system with dynamic ammo drop
Hello people,
I have managed to implement an ammo handling system in a weapon pickup using ZScript.
The idea is that the ammo obtained from the weapon depends on the ammo that the magazine has, once we have killed the enemy.
I leave you an image explaining the mechanics.
https://imgur.com ...
I have managed to implement an ammo handling system in a weapon pickup using ZScript.
The idea is that the ammo obtained from the weapon depends on the ammo that the magazine has, once we have killed the enemy.
I leave you an image explaining the mechanics.
https://imgur.com ...
- Tue Feb 22, 2022 8:49 am
- Forum: Scripting
- Topic: [SOLVED][ZScript] Help with a custom weapon pickup system
- Replies: 1
- Views: 591
[SOLVED][ZScript] Help with a custom weapon pickup system
Hello people,
I have been trying to implement an ammo handling system in the weapon pickup using ZScript.
The idea is to make the ammunition obtained by the weapon depend on what the magazine has available, once we have killed the enemy.
I leave you an image explaining the mechanics.
https ...
I have been trying to implement an ammo handling system in the weapon pickup using ZScript.
The idea is to make the ammunition obtained by the weapon depend on what the magazine has available, once we have killed the enemy.
I leave you an image explaining the mechanics.
https ...
- Sat May 01, 2021 2:27 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: [Wolfenstein: Blade of Agony] v3.1 released (p204)
- Replies: 3234
- Views: 714329
- Wed Apr 07, 2021 8:20 am
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38077
- Views: 4720522
Re: [SPRITES] Spriting Carnival!!
it was definitely the cyan. Thanks, those barrels look great.osjclatchford wrote:some half-life explosive barrels. silver one from hl1, and t'other one from hl2!
*edit*
and some more... ok i think I'm done now...
- Tue Apr 06, 2021 7:55 am
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38077
- Views: 4720522
Re: [SPRITES] Spriting Carnival!!
Looks cool, but it's hard to read the text. My eyes hurt.osjclatchford wrote:done some more to these: usedsome bits from shadowwarrior and ion fury to 'complete' the set...
- Sun Jan 31, 2021 4:43 pm
- Forum: Gameplay Mods
- Topic: Kriegsland : Blutorden 2.4 (Z-Surprise page 40!)
- Replies: 605
- Views: 124211
- Sun Jul 12, 2020 12:19 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: [Wolfenstein: Blade of Agony] v3.1 released (p204)
- Replies: 3234
- Views: 714329
Re: [Blade of Agony] News for the final release | p187
I can help with spanish localization if you don't have someone doing that job.




