[SPRITES] Spriting Carnival!!

Discuss anything ZDoom-related that doesn't fall into one of the other categories.

Re: [SPRITES] Spriting Carnival!!

Postby DIMOShunter » Sat Jan 16, 2021 1:41 am


Rate the animation.
User avatar
DIMOShunter
You suck
 
Joined: 10 Nov 2016
Location: Earth

Re: [SPRITES] Spriting Carnival!!

Postby DIMOShunter » Sat Jan 16, 2021 1:43 am

Akh.png
Akhrel.png

not used again
You do not have the required permissions to view the files attached to this post.
User avatar
DIMOShunter
You suck
 
Joined: 10 Nov 2016
Location: Earth

Re: [SPRITES] Spriting Carnival!!

Postby Dr_Cosmobyte » Sat Jan 16, 2021 7:23 am

DIMOShunter wrote:
Rate the animation.


Looks awesome dude!!!
User avatar
Dr_Cosmobyte
Also known as: GAA1992
 
Joined: 04 Jun 2015
Location: Killing spiders.

Re: [SPRITES] Spriting Carnival!!

Postby DIMOShunter » Sat Jan 16, 2021 8:53 am

Dr_Cosmobyte wrote:Looks awesome dude!!!


thank you.., i am trying to do my best on this and the best sprites too. many of them are unused.
User avatar
DIMOShunter
You suck
 
Joined: 10 Nov 2016
Location: Earth

Re: [SPRITES] Spriting Carnival!!

Postby Unknown_Horse » Sat Jan 16, 2021 9:59 am

JoeyTD wrote:some edits and custom-ish weapon sprites

punch and kick, the punch being more based off doom's punch
grenades based off the pre-beta wolf 3d hud icon for them
pistol has a extra fire frame and blowback frames for a toggle
SMG just has a extra fire frame
chiangun has two new "between" frames used it's me veronica's chiangun as a template
shotgun based off doom's shotgun

I like the sprites! could i use some of these for my project? (credits will be given)
User avatar
Unknown_Horse
 
Joined: 10 Nov 2020
Location: My house (maybe)
Discord: Unknown_Horse#2358

Re: [SPRITES] Spriting Carnival!!

Postby VriskaSerket » Sat Jan 16, 2021 5:23 pm

Just made a nailgun out of the Oscillator and a Continental A-50 engine, cause I didn't quite like the thin looking nailgun that is commonly used around. Wanted something blocky and beefy like the Quake 1 nailgun. So yeah not much else to say. :lol:
You do not have the required permissions to view the files attached to this post.
User avatar
VriskaSerket
a.k.a Squig
 
Joined: 19 Apr 2015
Location: Land of Tango and Gauchos

Re: [SPRITES] Spriting Carnival!!

Postby Woolie Wool » Sat Jan 16, 2021 5:51 pm

Concept Necromancer sprite for my Hexen gameplay mod Hecatomb. A combination of Amuscaria's original cultist and Exeor's edit of it for Cult of Despair. The purple will translate to the palette, as befitting a player sprite.
You do not have the required permissions to view the files attached to this post.
User avatar
Woolie Wool
Call Apogee Say "Snappity!"
 
Joined: 15 Dec 2003
Discord: Woolie Wool#9878
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: [SPRITES] Spriting Carnival!!

Postby Scuba Steve » Sun Jan 17, 2021 8:39 am

DIMOShunter wrote:Rate the animation.


Animation itself 6/10. It's solid--much better than most custom weapons in the community--but it feels a bit static. If you want the animations to really shine, first, the firing animation should have 1 or 2 additional frames of the gun pulling back and getting larger instead of just moving the gun's position back and to the right. This is something that most modders never do, because it requires a lot of time to draw new frames in the correct perspective... but when it's done, wew lad, it makes the animation look much more dynamic.

As for reloading, it's pretty solid, but all the frames play out at relatively the same speed. Try playing with the timing of different parts of the animation; when you raise a weapon you might pull it up fast and slow down when you reach the point you're going to remove the magazine, then pause as you have it held and reach for the magazine, you can grab it quickly but pulling it requires you to hold the magazine for a bit longer as you pull until it releases and the magazine comes quickly sliding out, then you wait slightly as you prepare the new magazine, then shove the new one in and hold for a bit until it clicks, then quickly resteady the weapon.
Scuba Steve
 
Joined: 27 Mar 2004

Re: [SPRITES] Spriting Carnival!!

Postby DIMOShunter » Sun Jan 17, 2021 2:52 pm

Scuba Steve wrote:
DIMOShunter wrote:Rate the animation.

first, the firing animation should have 1 or 2 additional frames of the gun pulling back and getting larger instead of just moving the gun's position back and to the right. but when it's done, wew lad, it makes the animation look much more dynamic.
As for reloading, it's pretty solid, but all the frames play out at relatively the same speed. hold

Thank you for your opinion,
Frist one i feel the same way too.. but adding a new frame with a different prespective gonna take a lot of work and time. , Maybe later then...

Secondly, Yeah maybe it is too fast... I will try to make it bit more realistic as possible, but it will still soo quick.
User avatar
DIMOShunter
You suck
 
Joined: 10 Nov 2016
Location: Earth

Re: [SPRITES] Spriting Carnival!!

Postby Nmn » Sun Jan 17, 2021 4:38 pm

DIMOShunter wrote:Rate the animation.

Nice. I like it :)
User avatar
Nmn
Quite honestly Not-Much-Normal
 
Joined: 16 Apr 2004
Location: Poland
Operating System: Windows Vista/7/2008 64-bit

Re: [SPRITES] Spriting Carnival!!

Postby Wereknight » Sun Jan 17, 2021 5:04 pm

Slowly working on my own arsenal mod
Image - yep, Beretta, classy. One of 3 pistols avaible (one for each player class, and so other guns too)
Texture is 1\3 done, once I'll get all the guns I need I'll do the rest of the job.
User avatar
Wereknight
Initiating Blackout
 
Joined: 06 May 2019
Location: Void Eternal
Discord: Wereknight#0819
Twitch ID: 0Wereknight
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: [SPRITES] Spriting Carnival!!

Postby Scuba Steve » Sun Jan 17, 2021 8:11 pm

DIMOShunter wrote:Secondly, Yeah maybe it is too fast...


It's not about being too "fast" it's about timing. Shortening the frames of pushing in the clip, while spending more frames holding it once it has been pushed all the way in takes the same amount of time, but feels more dynamic.
Scuba Steve
 
Joined: 27 Mar 2004

Re: [SPRITES] Spriting Carnival!!

Postby DOOMPiter » Sun Jan 17, 2021 9:15 pm

Did a decent Reload animation with Mike12's Beretta pistol sprites, looks fine for me.
You do not have the required permissions to view the files attached to this post.
User avatar
DOOMPiter
Engineer
 
Joined: 03 Nov 2019
Operating System: Windows Vista/7/2008 64-bit
OS Test Version: No (Using Stable Public Version)

Re: [SPRITES] Spriting Carnival!!

Postby Craftsdwarf » Mon Jan 18, 2021 7:40 am

Unfinished space Wolfenstein SS sprites
WolfenSS.png
You do not have the required permissions to view the files attached to this post.
User avatar
Craftsdwarf
 
Joined: 18 Jan 2021
Location: Somewhere
Discord: ADÆMONÖOB#7883
Operating System: Mac OS X 10.8 or later
OS Test Version: No (Using Stable Public Version)
Graphics Processor: Intel (Modern GZDoom)

Re: [SPRITES] Spriting Carnival!!

Postby Wereknight » Tue Jan 19, 2021 4:24 pm

And I did it again. Made yet another title\interpic. I went bit experimental on this one though...
Image
User avatar
Wereknight
Initiating Blackout
 
Joined: 06 May 2019
Location: Void Eternal
Discord: Wereknight#0819
Twitch ID: 0Wereknight
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

PreviousNext

Return to General

Who is online

Users browsing this forum: No registered users and 3 guests