[SPRITES] Spriting Carnival!!

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
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Kinsie
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Re: [SPRITES] Spriting Carnival!!

Post by Kinsie »

Personally, I think these sprites present other, far more interesting possibilities, like using them as a base for new boss monsters.
osjclatchford
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Re: [SPRITES] Spriting Carnival!!

Post by osjclatchford »

Kinsie wrote:Personally, I think these sprites present other, far more interesting possibilities, like using them as a base for new boss monsters.
now that is an interesting idea! kinda like how the ol' wolfendoom mods use the higher-res monsters from mac/jaguar versions as alternative bosses?
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Kinsie
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Re: [SPRITES] Spriting Carnival!!

Post by Kinsie »

osjclatchford wrote:now that is an interesting idea! kinda like how the ol' wolfendoom mods use the higher-res monsters from mac/jaguar versions as alternative bosses?
Yeah, or just as a high quality base for a huge boss-sized monster. Some are probably less suitable than others outside of a jokemod context (Behold, the mighty Plutonion, the 40ft Chaingunner!) but others, like the Mancubus, would be less of a stretch.
el armadillo2
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Re: [SPRITES] Spriting Carnival!!

Post by el armadillo2 »

Kinsie wrote:Personally, I think these sprites present other, far more interesting possibilities, like using them as a base for new boss monsters.
You mean using them as giant enemies? Like Mario 3?
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Re: [SPRITES] Spriting Carnival!!

Post by IMX »

Consistency and focus will be the key in all of this.

One of the main problems that all previous "HD" sprite projects had was that they all seemed to add unnecessary extra details that are more of a detriment to the overall look of the sprites. It's one thing to wonder if the Barons of Hell are meant to have fur on their legs, but before that you gotta make sure that whatever detail you want to add to the sprite, it has to look and feel good in contrast to the rest of the graphics of the game.

"Are we going to add extra stuff, or are we just going to clean up the pixels?", "are we going to stricty follow the DOOM palette or are we doing this with a truecolor focus?", "should we do a batch of lumps first and see how they look, do we go all the way?". These are some of the questions that I believe should be resolved first.

That upscaling project has a lot of potential but it won't be able to achieve its true potential unless those who are interested gather up and organize themselves properly. I will go on record to admit that one of my long, long term ideas was to come up with an enhancement project similar to what a group of people have been doing with Wolfenstein 3-D sprites, with the idea of following a "2x" approach similar to what Gifty showed in the previous page. I was even going to call it "The SBE", which would stand for "(2x) Should Be Enough". Unfortunately for me I don't have the time to fully dedicate myself to edit graphics, so I wish all the success in the world to whoever wants to pick up on that potential DOOM upscaling project.
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Re: [SPRITES] Spriting Carnival!!

Post by ElectricPulse »

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Amuscaria
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Re: [SPRITES] Spriting Carnival!!

Post by Amuscaria »

Edited of Simploo's Doom2016 Hellknight sprites to Doomify it a bit more.

Image
Spoiler:
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Mr.Enchanter
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Re: [SPRITES] Spriting Carnival!!

Post by Mr.Enchanter »

oh my that is beautiful
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simploo
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Re: [SPRITES] Spriting Carnival!!

Post by simploo »

Amuscaria wrote:Edited of Simploo's Doom2016 Hellknight sprites to Doomify it a bit more.

Image
Spoiler:
Absolutely beautiful. :surprise:
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LossForWords
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Re: [SPRITES] Spriting Carnival!!

Post by LossForWords »

more spas 12 pickups, for the ones tired of the duke64 shotgun. thanks to imfdb and hollywood armorers for creating the scoped spas.

...and the dual-stocked shotgun too, ya goofs.

credz to gaa1992 for the dino crisis rips and capcom, for the mentioned game.
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well, ain't that dn64 spas a cheeky bugger.
well, ain't that dn64 spas a cheeky bugger.
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Captain J
 
 
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Re: [SPRITES] Spriting Carnival!!

Post by Captain J »

Amuscaria wrote:Edited of Simploo's Doom2016 Hellknight sprites to Doomify it a bit more.
Now THAT IS WHAT I LIKE TO SEE!
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simploo
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Re: [SPRITES] Spriting Carnival!!

Post by simploo »

I'm in the process of editing my DOOM 2016 Baron of Hell sprites using advice from Amuscaria.

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osjclatchford
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Re: [SPRITES] Spriting Carnival!!

Post by osjclatchford »

a UAC boilersuit/worker zombie concept i just frankensprited together
(based on captain tonail's modification of a mutant to a boilersuit zombie for roe)
workr1.png
workr1.png (1.61 KiB) Viewed 944 times
here it is zooomed in x4:
workr1_zoom.png
workr1_zoom.png (2.68 KiB) Viewed 944 times

worth exploring whether to continue on this?

or has someone done this better already? :shrug:

*edit*
front attack frames done:
worker1.png
worker1.png (4.31 KiB) Viewed 929 times
hes a biter! :wink:

think if i do this it'll be arms outstretched running and a simple standing idle frames. whay say you?
Last edited by osjclatchford on Thu Nov 22, 2018 7:14 am, edited 1 time in total.
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YukesVonFaust
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Re: [SPRITES] Spriting Carnival!!

Post by YukesVonFaust »

LossForWords wrote:more spas 12 pickups, for the ones tired of the duke64 shotgun. thanks to imfdb and hollywood armorers for creating the scoped spas.

...and the dual-stocked shotgun too, ya goofs.

credz to gaa1992 for the dino crisis rips and capcom, for the mentioned game.
The taste of a good ol' SPAS-12. very nice.
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Re: [SPRITES] Spriting Carnival!!

Post by Captain J »

osjclatchford wrote:a UAC boilersuit/worker zombie concept i just frankensprited together
Nicely done! Those grey-black shading somehow gives me the feeling of Wolf3d's. Which is uniquely fine. I'd be surprised if you actually used Wolf3d Mutant as a base. Heh.
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