She does meet both your original criteria, so don't be a sore loser.leileilol wrote:Isometric sprite game and someone going through succubus rehab iirc is quite stretching it
The WIP Thread
- NeuralStunner
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Re: The WIP Thread
- Captain J
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Re: The WIP Thread
those weapon sprites needs more improvements but gotta love that grenade launcher! it's just so flawless!kodi wrote:Some of the TEXTURES frankenspriting/animation for doomshock:
grenade launcher
laser rapier and machinegun
bfg replacement
I cheated with a custom-made patch for the sword though.
Last edited by Captain J on Mon Apr 25, 2016 9:30 pm, edited 1 time in total.
Re: The WIP Thread
That's seriously some of the neatest stuff I've never seen!kodi wrote:Some of the TEXTURES frankenspriting/animation for doomshock:
grenade launcher
laser rapier and machinegun
bfg replacement
I cheated with a custom-made patch for the sword though.
- wildweasel
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Re: The WIP Thread
I greatly approve of these textures-weapons. You're putting even my hticstyle stuff to absolute shame.
- DoomRater
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Re: The WIP Thread
That BFG replacement was something I envisioned trying to make a while ago but didn't have any good ideas on how to make it the way I wanted. Not the sprites, mind you, the functionality.
Re: The WIP Thread
Thanks for the kind words guys.
@ww Thank you. It's really encouraging to hear that from a veteran such as yourself. This is essentially my first venture into spriting and gameplay modding so I'm quite insecure about what works and what doesn't.
@DoomRater The way mine works hadn't been possible until the "rail-spawned actors improvements" code submission was added recently.
The health displaying code itself is very simple (lineattack with a script-executing puff), it's the magical math function from space cooked up by /vr/ that produces a world-space vector from the cursor position that does the heavy lifting for the entire mod.i'm more interested in the health display for the monsters, myself.
Spriting in this way is many things (FUN being a big one!) but quick it is not. I'll make a final pass of color adjustment if I find the time thoughthose weapon sprites needs more improvements
@ww Thank you. It's really encouraging to hear that from a veteran such as yourself. This is essentially my first venture into spriting and gameplay modding so I'm quite insecure about what works and what doesn't.
@DoomRater The way mine works hadn't been possible until the "rail-spawned actors improvements" code submission was added recently.
- Zanieon
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Re: The WIP Thread
God damn kodi, that is awesome!
Btw:
Spoiler: Final Walk Cycle
- Captain J
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Re: The WIP Thread
Always gotta love that big feetsies!
i want to improve them if it's finished, through! Just saying!kodi wrote:Spriting in this way is many things (FUN being a big one!) but quick it is not. I'll make a final pass of color adjustment if I find the time though
Re: The WIP Thread
Finally, something human from you! Look's good!!!leileilol wrote:(from what did you do thread)
Speaking of which, here's one now that i've just started on!Spoiler:
Re: The WIP Thread
Nice JumpPad leilleiol! How have you made the animated skin for .MD3 in Doom ?leileilol wrote:Spoiler:
- Zanieon
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Re: The WIP Thread
He don't made it for Doom, he made for Open Arena 3, actually it's possible to make such thing in GZDoom using hardware shaders, but a person must have knowledge of GLSL coding.
Last edited by Zanieon on Wed Apr 27, 2016 8:22 am, edited 1 time in total.
Re: The WIP Thread
Does modeldefs support changing skins between frames like you can do with angle and position offsets anyway?
- Zanieon
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Re: The WIP Thread
Yes, Enjay used that in his Gene-Tech to make the last boss in a enraged mode where he glows in some parts. All you need do is just create another definitions for the same actor with this different skin pointing only the frames you want to change
- Captain J
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Re: The WIP Thread
and yes, these are for my doom mod! but might work very slowly!