[SPRITES] Spriting Carnival!!

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Re: [SPRITES] Spriting Carnival!!

Postby NeuralStunner » Mon Oct 22, 2012 12:33 pm

Hearts are kind of cheesy, though...

A green cross works well enough. If you want to keep the red theme, I'd try the caduceus (even if it's a bit hard to portray in low resolution) or a solid red diamond. (A hollow one will not solve anything.)
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Re: [SPRITES] Spriting Carnival!!

Postby Gez » Mon Oct 22, 2012 1:12 pm

I'm just waiting for the mod where medikits open fire on you, since they are now 8-) pillboxes.
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Re: [SPRITES] Spriting Carnival!!

Postby scalliano » Mon Oct 22, 2012 5:59 pm

Posted these back when XBLA Doom II was released, but since we're on the subject and I can't find the original post, here are the green health packs. I remember it being pointed out that the green pharmaceutical cross isn't quite as widely recognised as I'd first thought.
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Re: [SPRITES] Spriting Carnival!!

Postby Enjay » Mon Oct 22, 2012 6:05 pm

What palette are they in?
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Re: [SPRITES] Spriting Carnival!!

Postby scalliano » Mon Oct 22, 2012 6:17 pm

They were a simple hue remap. Nothing fancy, but they're PNGs, so they should show up in software mode OK, I think ...
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Re: [SPRITES] Spriting Carnival!!

Postby Gez » Mon Oct 22, 2012 6:18 pm

It works better on the berserk than on the white packs, where the green doesn't contrast much.
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Re: [SPRITES] Spriting Carnival!!

Postby AFADoomer » Mon Oct 22, 2012 6:31 pm

The problem (?) with using a green cross is that it has come to mean something else in parts of the US...

For example...
http://en.wikipedia.org/wiki/File:Discount_Medical_Marijuana_-_2.jpg
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Re: [SPRITES] Spriting Carnival!!

Postby Ghastly » Mon Oct 22, 2012 6:39 pm

AFADoomer wrote:Medical Marijuana

So Doomguy's not fighting demons, he's just tripping out really bad! :P
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Re: [SPRITES] Spriting Carnival!!

Postby zrrion the insect » Mon Oct 22, 2012 6:39 pm

I still can't get these sprites to where I'm happy with them but I feel better about this than my last two attempts.
HRCUB0.png
The bits I borrowed from Demon Eclipse's railgun still needs rust/scratches and I need to figure out how to prevent the code form breaking one of the maps It'll be used in. (the problem is essentially that the gun is too good at killing)
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Re: [SPRITES] Spriting Carnival!!

Postby Gez » Mon Oct 22, 2012 6:50 pm

The green cross is there to emphasize it's supposed to be medical. A marijuana symbol would have to have five branches, as an echo of the leaf's shape.
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Re: [SPRITES] Spriting Carnival!!

Postby TheLightBad96 » Tue Oct 23, 2012 9:35 am

zrrion the insect wrote:I still can't get these sprites to where I'm happy with them but I feel better about this than my last two attempts.
HRCUB0.png
The bits I borrowed from Demon Eclipse's railgun still needs rust/scratches and I need to figure out how to prevent the code form breaking one of the maps It'll be used in. (the problem is essentially that the gun is too good at killing)


I dont see anything wrong with the overpoweredness of a weapon
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Re: [SPRITES] Spriting Carnival!!

Postby wildweasel » Tue Oct 23, 2012 10:02 am

zrrion the insect wrote: (the problem is essentially that the gun is too good at killing)

Limit the weapon's ammo intake severely. If you make the weapon "expensive" enough (whether by cranking up the ammo usage or just making the ammo rarer than gold), players will conserve the weapon instead of overpowering absolutely everything with it.
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Re: [SPRITES] Spriting Carnival!!

Postby SyntherAugustus » Tue Oct 23, 2012 10:03 am

What is that gun supposed to be? Right now it looks like a centered dn3d shrink ray.
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Re: [SPRITES] Spriting Carnival!!

Postby zrrion the insect » Tue Oct 23, 2012 11:40 am

The way it kills things is breaking the map.
The gun fires a dummy projectile that calls A_BFGflash, which hits multiple things at the same time.
The gun is for ItDE, and on map04, when waves happen is a decision based on the number of virgins sacrificed. If you kill more than one at a time the game overlaps all 4 waves at once, spawn two of the mini-boss, and won't let the player exit the level even if all foes are vanquished. I realy like the function of the weapon, and don't want to change it, but I also don't want to completely re-work the scripting of that map.
While typing this I realized that the dummy projectile could call A_BFGflash, (with only one flash), several times with a small delay between them, preserving the function of the weapon and preventing the bug. *goes to test idea*

EDIT: That didn't work :( On the up-side, IsNaturreToDie helped out with the sprite, and after some tweaking, I think I have one that'll work.
HRCUA0.png
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Last edited by zrrion the insect on Tue Oct 23, 2012 2:11 pm, edited 1 time in total.
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Re: [SPRITES] Spriting Carnival!!

Postby scalliano » Tue Oct 23, 2012 2:11 pm

Decided to run with that cattle prod idea from ages ago. Figured it would work well as an equivalent to the lab techs for ToPII's Hell levels:
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