[Release]Wolfenstein 3D Bosses rotations.

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Re: [Release]Wolfenstein 3D Bosses rotations.

Postby UnTrustable » Sun Jun 01, 2014 3:20 pm

Finished the 4th walk-sequence the first 3 which are FETTD1, FETTD2. FETTD3.

Made a few test animation of de A2,B2,C2,and D2 sprite....

Image Image Image Image

As said before, progress is slow, but im getting there anyways 8-)

Also out of 'bordom' => Image
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Re: [Release]Wolfenstein 3D Bosses rotations.

Postby hitmanx » Sun Jun 01, 2014 8:57 pm

These are great but to me it seems like they all get skinner when they turn. the 3/4 rotation even. Look how wide the front on view is, they would have to be that kind of width all the way around.
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Re: [Release]Wolfenstein 3D Bosses rotations.

Postby UnTrustable » Mon Jun 02, 2014 1:40 am

You may be true on that.
I noticed that too, but for me its easier to widen up 1 or 2 pixels than the whole rotation itself.
So allow me to do the rotations first, then i will do some bobbings, and as you said, widen its torso up where necessary.
Thanks for notify me :wink:
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Re: [Release]Wolfenstein 3D Bosses rotations.

Postby Captain J » Mon Jun 02, 2014 3:10 am

and my god, that chaingun rotation is mostly decent and smooth looking! but unfortunatly fatface's third rotation seems doesn't looks like actually he's walking. his right leg doesn't have any shadow, or least darker to make sure devide the perspective view. it's just looks like he's zig zagging.
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Re: [Release]Wolfenstein 3D Bosses rotations.

Postby UnTrustable » Mon Jun 02, 2014 3:56 am

Image

Yeah, it looks that way.
I can asure you the legs are not zig-zagging, but yeah, it 'looks' that way.
Thanks for the info, about making the rightleg darker some way (shadowing it more).
Hitler has the same problem.
I'll see what i can do, after i done the rotations first.

EDIT: now that i see, it may also because his both feet is small looking when its behind him.
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Re: [Release]Wolfenstein 3D Bosses rotations.

Postby UnTrustable » Mon Jun 02, 2014 6:09 am

hitmanx wrote:These are great but to me it seems like they all get skinner when they turn. the 3/4 rotation even. Look how wide the front on view is, they would have to be that kind of width all the way around.


I also have to keep in mind, everything has to stay within the 64x64 range, since people also wanted to use the sprites (when they're good to go)
in the Wolfenstein 3D format.
Where it is possible i'll widen them up as far as i can.
As you can see, the chaingun he is wearing could ruïn the 64x64 size..... :wink:
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Re: [Release]Wolfenstein 3D Bosses rotations.

Postby Captain J » Mon Jun 02, 2014 7:22 am

무제1.gif
just tried to make his right leg more darker, can you see the differnce now?
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Re: [Release]Wolfenstein 3D Bosses rotations.

Postby UnTrustable » Mon Jun 02, 2014 8:48 am

I see its abit darker now, yet, the illusion that its still zig-zagging is still visible.

It maybe better to make a clear pattern on his pants to takes us out of the zig-zag illusion.
I still going for the darker area approach, this stripe thing was just a test.
However, when all Wolfenstein 3D Bosses are done, we all have a nice working sheet to create multiple
recolors, and or new decorations on them, to create more Bosses, Wolfenstein or Doom-alike.
having such a stripe thing might fit well for another Fett-Boss-type :wink:

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Re: [Release]Wolfenstein 3D Bosses rotations.

Postby UnTrustable » Wed Jun 04, 2014 2:33 pm

Im soooo glad that the basic walking frames are done.
Sure they need some shadings here and there, but for now the rotations are my primary goal.

Now my next (hard to do) task is the ready-to-firing frames.
Once they are done, the firing part is easy.
I've got 1 aim rotation done.
I've got 2 aiming rotations done. (5 june 2014)

Spoiler: Update 4 june 2014
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Re: [Release]Wolfenstein 3D Bosses rotations.

Postby VGA » Thu Jun 05, 2014 10:09 pm

These look great, tomorrow I'm gonna load these up and kill them :-)
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Re: [Release]Wolfenstein 3D Bosses rotations.

Postby UnTrustable » Sun Jun 08, 2014 12:28 am

Spoiler: 8 june 2014 update:
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Re: [Release]Wolfenstein 3D Bosses rotations.

Postby VGA » Sun Jun 08, 2014 1:41 am

Hehe I love Hitler's armor shedding, I don''t think I've seen a "multi-stage" enemy before. He is pretty dangerous, too.
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Re: [Release]Wolfenstein 3D Bosses rotations.

Postby UnTrustable » Sun Jun 08, 2014 2:07 am

Yeah, Pretty good coding ey? :P
And you're right about, not have seen 'multi-staging' before.
I guess i was the first one back those days.
Okay, enough of this ego thingy.
I hope people learn about this code and maybe.... maybe making more 'Multi-staging' monsters.
This way of coding, you can code monsters in such way that they loosing an arm, but still
able to fight on, but with a gun lesser, sort of speak.

Thanks for the compliment, i really REALLY appreciated this.
i guess you are the first one, noticing the 'Multi-stage' code part. :wink:
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Re: [Release]Wolfenstein 3D Bosses rotations.

Postby UnTrustable » Sun Jun 08, 2014 5:53 am

As i said before, the walking rotations are the most painfull part of spritings.
Or at least, it is to me.
And when i just had finished the weapon aim rotation this morning, the whole firing rotation part
went very quick. :D
Just the pain rotation is left to do, and some sprites needs 'fatter legs/arms', but im taking a short break now.

Spoiler: Update: 8 june 2014 midday
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Re: [Release]Wolfenstein 3D Bosses rotations.

Postby UnTrustable » Mon Jun 09, 2014 12:44 pm

Update: 9 june 2014
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