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Re: [SPRITES] Spriting Carnival!!

Posted: Sun Sep 16, 2018 5:42 am
by REXMaster
Cool render of map:

Image

Re: [SPRITES] Spriting Carnival!!

Posted: Sun Sep 16, 2018 5:58 am
by agaures
Thanks for the suggestions guys. Keep 'em coming.
The current working idea i have is large green plasma balls that bounce off walls fired at a slow rate. I'm thinking that the speed of the projectiles should be fast to balance the slow rate of fire but I'm not entirely sure.
I did think about grenades (probably because of the green eyes) but i don't want her? him? it? to be completely useless at long range. (How cool would it be to have an Arachnotron that fires grenades though?)
el armadillo2 wrote:Didn't i see this before?
I don't believe so. Unless someone had the idea before me.

Re: [SPRITES] Spriting Carnival!!

Posted: Sun Sep 16, 2018 11:36 am
by Cherno
agaures wrote:Thanks for the suggestions guys. Keep 'em coming.
The current working idea i have is large green plasma balls that bounce off walls fired at a slow rate. I'm thinking that the speed of the projectiles should be fast to balance the slow rate of fire but I'm not entirely sure.
I did think about grenades (probably because of the green eyes) but i don't want her? him? it? to be completely useless at long range. (How cool would it be to have an Arachnotron that fires grenades though?)
el armadillo2 wrote:Didn't i see this before?
I don't believe so. Unless someone had the idea before me.
For a grenade throwing attack, I used this formula which works nice for a mid-ranged attack. For long ranges, you should probably calculate a formula for the vertical speed so it doesn't look weird when the grenade travels a long distance in a flat arc.

Code: Select all

A_ThrowGrenade("AlienGrenadeThrown", 36, GetDistance(false, AAPTR_TARGET) / 40, 10)
This wil make the grenade land right where the player is (or rather, was at the time of attacking). Be sure to face him just before the attack.

Re: [SPRITES] Spriting Carnival!!

Posted: Sun Sep 16, 2018 11:38 am
by Enjay
Grenades will limit the usability of the monster though. They generally have a shorter range or if you want to extend the range by allowing them to be thrown up in an arc, then ceiling height becomes an issue.

Re: [SPRITES] Spriting Carnival!!

Posted: Sun Sep 16, 2018 11:55 am
by NeuralStunner
Or you can give them a low arc & low speed with a constant bounce, like Heretic's firemace spheres. Then it becomes more of an area denial attack. (On that note, you could take it one step further and make them change direction toward the target with each bounce... :twisted: )

Re: [SPRITES] Spriting Carnival!!

Posted: Sun Sep 16, 2018 2:04 pm
by Zackdoessomething
just an edit of Brutal Doom's Rifle.

Re: [SPRITES] Spriting Carnival!!

Posted: Sun Sep 16, 2018 4:59 pm
by el armadillo2
agaures wrote:Thanks for the suggestions guys. Keep 'em coming.
The current working idea i have is large green plasma balls that bounce off walls fired at a slow rate. I'm thinking that the speed of the projectiles should be fast to balance the slow rate of fire but I'm not entirely sure.
I did think about grenades (probably because of the green eyes) but i don't want her? him? it? to be completely useless at long range. (How cool would it be to have an Arachnotron that fires grenades though?)
el armadillo2 wrote:Didn't i see this before?
I don't believe so. Unless someone had the idea before me.
I'm pretty sure i saw the exact same picture before a few years ago, either in Doomworld or here. It had pretty much the same description too "what if there was another spider enemy stronger than an Arachnotron but weaker than a Mastermind". Maybe my mind is fucking with me?

Re: [SPRITES] Spriting Carnival!!

Posted: Sun Sep 16, 2018 6:56 pm
by REXMaster
Enjay wrote:Grenades will limit the usability of the monster though. They generally have a shorter range or if you want to extend the range by allowing them to be thrown up in an arc, then ceiling height becomes an issue.
It can use more than one attack. Like grenades, railgun, plasma. For all ranges.

Re: [SPRITES] Spriting Carnival!!

Posted: Sun Sep 16, 2018 7:03 pm
by Endie
Zackdoessomething wrote:just an edit of Brutal Doom's Rifle.
Looks good

Re: [SPRITES] Spriting Carnival!!

Posted: Mon Sep 17, 2018 5:27 am
by osjclatchford
agaures wrote:So have you ever looked at the SpiderMastermind, and then the Arachnotron, and thought "there should be a third."

Well i did.

Image

Although i don't know what he's meant to shoot.
Surely it's got to be a railgun attack? It's just the next logical step to me. Give it a charge/warning sound prior to firing and it would be a great sniper enemy. Think on the terms of the gladiator of quake2 as far as health and damage us concerned. annoying but vital to gameplay balance on the whole. I can imagine this replacing mancubi on some maps in btsx ep1 and fitting the role perfectly. Similar health to a manc would be good too. Well maybe a little more...

Re: [SPRITES] Spriting Carnival!!

Posted: Mon Sep 17, 2018 5:35 am
by Zackdoessomething
Endie wrote:
Zackdoessomething wrote:just an edit of Brutal Doom's Rifle.
Looks good
thx! :D

Re: [SPRITES] Spriting Carnival!!

Posted: Mon Sep 17, 2018 9:49 am
by AlphaSoraKun
Zackdoessomething wrote:just an edit of Brutal Doom's Rifle.
Reminds me of an M16.

Re: [SPRITES] Spriting Carnival!!

Posted: Mon Sep 17, 2018 10:09 am
by Orka
Tried to do a face of BJ for difficulty selection.
(scaled 2x:)
I wanted to make his head look shaved but I don't know... it kinda looks odd. :D

Re: [SPRITES] Spriting Carnival!!

Posted: Mon Sep 17, 2018 10:22 am
by Ichor
Orka wrote:Tried to do a face of BJ for difficulty selection.
(scaled 2x:)
I wanted to make his head look shaved but I don't know... it kinda looks odd. :D
Image

Re: [SPRITES] Spriting Carnival!!

Posted: Mon Sep 17, 2018 12:30 pm
by Enjay
Orka wrote:I wanted to make his head look shaved but I don't know... it kinda looks odd. :D
It looks more like a flat-top buzz cut. That's not necessarily a bad thing. :)