Looking for alternate death/gib animations
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Re: Looking for alternate death/gib animations
Holy crap, thanks! One thing, though, the eyes in the first frame look a little too wide, and they turn red in the third frame. But otherwise really awesome. 
Re: Looking for alternate death/gib animations
Look again.Ghastly_dragon wrote:and they turn red in the third frame
The eyes do not turn red. The red is blood or possibly the start of an explosion. The blue eyes are still there but smaller because they are either closing or because the face is pointing more downwards.
Re: Looking for alternate death/gib animations
Yeah, they're both closing and getting pressed into what 'could' be a cheek.

Tried to fix it there.

Tried to fix it there.
Re: Looking for alternate death/gib animations
Oh, derp, you're right.Enjay wrote:Look again.
Anywho, I'll throw these in a wad real quick so we can try it out in-game.
Edit: How's this? I suppose the only thing I think can be improved on is that the explosions. They look sized-down. It might work better if explosions that fit the monster's size better were put on?
Re: Looking for alternate death/gib animations
I think the best solution would be to make it less dramatically slowed down.
Because we're not watching a boss die now, are we now.
Because we're not watching a boss die now, are we now.
Re: Looking for alternate death/gib animations
I agree it could be doing with being a bit quicker. Also, I suggest making a new death sound that is basically the same but which also has an explosion sound or two mixed in just to match up with the more explodey looking graphics. And I also agree that some size-constant explosions would look better than the scaled down ones.
I tested on MAP07 and the exit step didn't rise so I assume that the A_BossDeath pointer wasn't used.
Still, as Ghastly said, it was just put together quickly for testing purposes so these (and any other points) could still be addressed.
I tested on MAP07 and the exit step didn't rise so I assume that the A_BossDeath pointer wasn't used.
Still, as Ghastly said, it was just put together quickly for testing purposes so these (and any other points) could still be addressed.
Re: Looking for alternate death/gib animations
Would this sound fit in?
Edit: The boom comes a bit late, let's see if it's fixable.. (mwahaha)
Don-e.
Guess kinda like this.
Edit: The boom comes a bit late, let's see if it's fixable.. (mwahaha)
Don-e.
Guess kinda like this.
Spoiler: El Code
- Attachments
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ATRNDTH22.7z- Hmm..
- (87.41 KiB) Downloaded 51 times
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ATRNDTH2.7z- A bit too long.
- (100.63 KiB) Downloaded 47 times
Last edited by Blox on Thu Jan 05, 2012 11:15 am, edited 3 times in total.
Re: Looking for alternate death/gib animations
Sounds pretty good to me.
Re: Looking for alternate death/gib animations
Here it is with the new delays and sound. The ending of the explosions seem a little quick, but it's a bit better.
Re: Looking for alternate death/gib animations
I'd say that it was much better. 
Re: Looking for alternate death/gib animations
Looking good, now all it lacks is GLDefs for the explosion. 
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Re: Looking for alternate death/gib animations
Simple copy/paste/edit from the Mastermind's. But I was going to code things like this after collecting enough animations. I just threw together the Decorate for this to show how it looks.Blox wrote:Looking good, now all it lacks is GLDefs for the explosion.
I still feel like the explosions look like they've been sized down, but I guess it's okay for now. We can clean it up sometime later.
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Re: Looking for alternate death/gib animations


There is a problem with the legs. There is no blood on the legs and boots, the pants are a bit bright, and the boots should be black. Also, the hands should be less red.[/nitpick] Here's the shotgunner for a comparison:
Spoiler:
Re: Looking for alternate death/gib animations
Would someone be willing to take care of that? The falling-forward Zombieman death has the same issue.

