Splatterhouse 3D TC - 2 Episodes!

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Re: Splatterhouse 3D - Episode 1

Postby Enjay » Mon Oct 22, 2018 5:37 am

Looks OK to me.

:shrug:
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Re: Splatterhouse 3D - Episode 1

Postby matuloco » Mon Oct 22, 2018 10:31 am

ImpieTwo wrote:I tried to fix the fist but I'm not happy with it. I'm not a good enough sprite artist to match the colors or remove the forearm hair. Makes him look like he went tanning with sleeves down to his elbows.


I did this, you may use it if you want.
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Re: Splatterhouse 3D - Episode 1

Postby Enjay » Mon Oct 22, 2018 11:11 am

That looks really good IMO. The colour matches pretty well. I'm not sure how everyone will feel about the arm hair removal but, IMO, previously it looked a bit too copy/pasted/cloned and was starting to look a bit like a forearm toupee anyway. I think this is much better.
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Re: Splatterhouse 3D - Episode 1

Postby ImpieTwo » Tue Oct 23, 2018 2:10 am

matuloco wrote:
ImpieTwo wrote:I tried to fix the fist but I'm not happy with it. I'm not a good enough sprite artist to match the colors or remove the forearm hair. Makes him look like he went tanning with sleeves down to his elbows.


I did this, you may use it if you want.

That looks fucking amazing! I'm totally happy about the arm hair removal and the veiny additions. This looks way more like Rick's arm from the original games. I'll be sure to add this and include you in the final credits page.
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Re: Splatterhouse 3D - Episode 1

Postby QuakedoomNukem Cz » Tue Oct 23, 2018 9:27 am

The arm definitely looks good and at least we finally have a friendly widescreen sprite. Now what we need is a bare foot kick, with small rips on his pants.
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Re: Splatterhouse 3D - Episode 1

Postby Enjay » Tue Oct 23, 2018 12:46 pm

Didn't one of the Duke Nukem editions (Life's Beach or something) have a foot with a sandal? That might be a good starting point for making a bare foot and the leg position might tie in with the normal jeans-covered leg meaning that a mashup between the two might be possible.
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Re: Splatterhouse 3D - Episode 1

Postby ImpieTwo » Tue Oct 23, 2018 4:06 pm

There was a barefoot duke, but unfortunately the foot is so tiny it looks ridiculous on the big pant leg.
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Re: Splatterhouse 3D - Episode 1

Postby ImpieTwo » Tue Oct 23, 2018 5:00 pm

Goddammit, a door in s1m5 requires a blue card instead of a blue skull and can't be opened. Fixing that in the next ten minutes.
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Re: Splatterhouse 3D - Episode 1

Postby Whoah » Sun Oct 28, 2018 5:55 pm

Great mod, but I noticed a couple things pertaining to the weapons

-baseball bat seems to alert enemies

-the hand on the shotgun seems to be wearing a black glove in the idle sprites
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Re: Splatterhouse 3D - Episode 1

Postby ImpieTwo » Mon Oct 29, 2018 1:49 am

Whoah wrote:Great mod, but I noticed a couple things pertaining to the weapons

-baseball bat seems to alert enemies

-the hand on the shotgun seems to be wearing a black glove in the idle sprites

You shouldn't be able to see the hand in the idle sprites though.

I let the bat alert enemies as a tradeoff for it having the second most damaging attack in the game. If you're willing to get up close and risk annihilation you can kill bosses with it pretty quickly.
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Re: Splatterhouse 3D - Episode 1

Postby Whoah » Mon Oct 29, 2018 9:19 am

I think you can see the hand in the lower left hand corner. With the fullscreen HUD anyway. I don't know. I just noticed what is usually a little brown spot in vanilla doom, is a little black spot in Splat3D, so I assumed it was a hand bug. And the baseball bat makes sense. Anyway, great job on the mod! Looking forward to more content!
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Re: Splatterhouse 3D - Episode 1

Postby ImpieTwo » Tue Oct 30, 2018 12:25 am

Whoah wrote:I think you can see the hand in the lower left hand corner.

Okay, i totally see it now. I never noticed it all this time so I guess I'm still not worried about it. I think only people really familiar with the sprite will pick it up at all.

E2 does have a ton of new content, so hopefully it delivers when it comes out. Trying to finish it in time for Halloween.
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Re: Splatterhouse 3D TC - 2 Episodes!

Postby ImpieTwo » Thu Nov 01, 2018 1:53 am

It's done! I have now adapted the first and second games of the original Splatterhouse franchise. Episode 2 adds:

- New graphics for Rick's punch and kick!

- New monsters not featured in Episode 1!

- Six spooky new maps based on the Sega Genesis sequel: the ruins of West Mansion, the cursed elevator, the foul river, the hidden house, the subterranean temple, and a reinvention of Hell itself!

- New intermissions for Episode 1, and some updated enemy graphics for Bagman and Howler!

- Lots of little tweaks here and there!

Do take it for a spin, won't you? And let me know if anything is broken. Happy Halloween!
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Re: Splatterhouse 3D TC - 2 Episodes!

Postby Whoah » Thu Nov 01, 2018 12:50 pm

Played this for a while last night, and so far so good! Everything seems to work like it's supposed to! Only thing that just kiiiiiinda bugs me a teensy bit, is the chainsaw and shotgun still have Doomguy's gloves. I found a thread with some centered Blood shotgun sprites using Caleb's hands if you plan on changing the hands. Either way, badass mod! Definitely one of my favorite of your works

EDIT: Wait! One other thing I noticed! Rick's kick doesn't seem to be affected by the "berserk" powerup
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Re: Splatterhouse 3D TC - 2 Episodes!

Postby ImpieTwo » Thu Nov 01, 2018 10:37 pm

Whoah wrote:EDIT: Wait! One other thing I noticed! Rick's kick doesn't seem to be affected by the "berserk" powerup

Yeah, it's tricky to get an alternate attack thing to work with Berserk. I would have to code the kick as a separate weapon called by a hotkey, and it was easier for me to do it the way I did it. So the kick mainly gives you a longer attack without needing the bat, but to splatter guys you have to get closer.
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