[Sprites]NeoWorm Resources - Google drive link pg.1

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neoworm
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Re: [Sprites]NeoWorm Resources - Firewand update p.16

Post by neoworm »

NeuralStunner wrote:They're slightly isometric, but it doesn't seem to hurt them much.
They are but it can be seen only in few frames. I had to modify bow on 4 and 6 frames of firing sequence of the archer and few other frames needed to modify his foots. Otherwise its almost perfect for HeXen.
I am also playing with idea to add some DooM monster into Myth and make a small DooM map. It seems Myth mod community is almost as lively as DooM one but noone ever made DooM mod for it. However I saw a Marathon mod.
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printz
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Re: [Sprites]NeoWorm Resources - Firewand update p.16

Post by printz »

NeuralStunner wrote:They're slightly isometric, but it doesn't seem to hurt them much.
It is OK if the avatar is taller than the player, so that it looks down upon the player.
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Re: [Sprites]NeoWorm Resources - Firewand update p.16

Post by NeuralStunner »

printz wrote:It is OK if the avatar is taller than the player, so that it looks down upon the player.
Unless you're on a ledge above them, looking down. Which, considering the engine, is highly* possible.


* No pun intended.
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neoworm
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Re: [Sprites]NeoWorm Resources - Firewand update p.16

Post by neoworm »

Complete sheet of Myth II Archer. I didnt tested it in HeXen yet, but it should look quite good. Maybe I will work on it little more later, at least it will need better death animation. But for now I am done with it.
Spoiler:
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Xim
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Re: [Sprites]NeoWorm Resources - Myth II bowman p.19

Post by Xim »

Wow very cool. That might be fun to make a new class or a friendly NPC. Or just a kind looking bad guy.
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Re: [Sprites]NeoWorm Resources - Firewand update p.16

Post by SoulCrow »

neoworm wrote:Second and third row are characters from mods by the way. (also few characters for comparision)
Actually, assuming you haven't played the full game, only two characters on the 2nd row are from mods, and all 3 characters of the third row are also from the full game.

I know it's not necessary, but the list of characters from the game that you have posted are:

1st row: The Mayor (objective who needs to be killed in a single player map/multiplayer game mode), Berserk (Light unit), Ghast (Dark unit), Stygian Knight (Dark unit), Warrior (Light unit), Myrkridian Giant (Dark unit - a giant unit so very dangerous), Villager (NPC), Dwarf (Light unit), Thrall (Dark unit), Warlock (Dark unit, though semantics may arise here).

2nd row starting from the 3rd character: King Alric (Light unit, a general of the Light), Bre'Unor (Dark unit), Brigand (Dark unit), two shots of The Deceiver (Dark unit thematically [one of The Fallen Lords] but is a Light unit in the 2nd game's campaign), Dwarven Mortar (Light unit), Heron Guard (Light unit).

3rd row: Trow (Dark unit in 1st game, Light unit in 2nd - also a giant unit), Drunken Villager (Light unit only accessible in a secret level), and Shiver (Dark unit - also a Fallen Lord).
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neoworm
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Re: [Sprites]NeoWorm Resources - Firewand update p.16

Post by neoworm »

BoldEnglishman wrote:Actually, assuming you haven't played the full game, only two characters on the 2nd row are from mods, and all 3 characters of the third row are also from the full game.
I got these from various mods. Looks like they are adding lot of full game stuff into mods...
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Re: [Sprites]NeoWorm Resources - Myth II bowman p.19

Post by Amuscaria »

Looking nice thar. :D
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neoworm
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Re: [Sprites]NeoWorm Resources - Myth II bowman p.19

Post by neoworm »

Preview for now.
ImageImage

EDIT:
Image
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Re: [Sprites]NeoWorm Resources - Big mana pickups p.19

Post by NeuralStunner »

Beautiful. :) I was always a fan of the Green Mana cube.
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Re: [Sprites]NeoWorm Resources - Myth II bowman p.19

Post by Tormentor667 »

neoworm wrote:Preview for now.
ImageImage

EDIT:
Image
Now do the DECORATE and submit them to the Realm667 ;)
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Re: [Sprites]NeoWorm Resources - Big mana pickups p.19

Post by ChronoSeth »

For some reason I can't stop seeing the Quake logo on the green pickup. :shock:
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Re: [Sprites]NeoWorm Resources - Big mana pickups p.19

Post by NeuralStunner »

ChronoSeth wrote:For some reason I can't stop seeing the Quake logo on the green pickup. :shock:
It's actually closed on the top, but yeah, at certain frames there is a strong resemblance.
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neoworm
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Re: [Sprites]NeoWorm Resources - Big mana pickups p.19

Post by neoworm »

I was trying to decipher what are the symbols supposed to look like. But no luck so I made it look as close to original as I could.
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Re: [Sprites]NeoWorm Resources - Big mana pickups p.19

Post by Gez »

Looks more like a phi to me. φ
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