wildweasel wrote:If you're wanting your sprite to be a bit more Doomguy-proportioned, remember the basic Doom Marine sprites are only around 56 pixels tall, and you can adjust the Scale property of your actor to suit. In this case, I'd suppose that putting Scale 0.33 in the actor's properties (before the States block) would make them a bit more reasonable.
I actually already found a scale that works last night, which is either 0.23 or .24. I just tried 0.33 for the hell of it and it made him too big, so .23 it is.
Results:
This is at .24, which I decided this morning is just a little too big (he needs to be right about at Doomguy's eye level since these are just human-sized soldiers,) so I switched it to .235 which is just about perfect.
Still's gonna take some getting used to though since my art style appears to be a lot more realistic-looking than Doom's in-game art style, now that I put him in the game and see him next to Zombiemen. But he's going to be in a basic replacement WAD anyways where I can code these soldiers to be either basic enemies, or friendly NPCs who help you fight the regular vanilla enemies.
But I also noticed something a little silly. With scale set to 0.235 I notice the barrel explosion animation is tiny! That's totally fine though, since I know exactly why it's happening and it doesn't need to be fixed for this particular example.
However, I did run into another problem that doesn't affect gameplay, but does make me feel wonky. I notice when I shoot at the soldier, at least when coded as a barrel-replacement class the point where the bullets hit is way up above the sprite, like this:
I am not sure if this is due to the height property or the fact that it is still reading the hitbox as if the sprite was at full scale, but I need to fix it, because I can't have the player's bullets and projectiles hitting above the sprites most of my custom enemies will be at this resolution scaled down to the height of a normal enemy.
Side note: I found he's pretty hard to see when further away at the vanilla resolution I usually play at (320 x 200,) but becomes much easier to see at higher resolutions. I still like the blocky aliasing when in software mode so I found 512 x 384 is the best middle ground for me. I still may fiddle around with the colors I used so he is just as visible as a vanilla Doom enemy.