Would you be willing to provide those muzzle flashes as a separate resource? they are niceBane wrote:Heres the latest sprites for the angry man, Starting to take a better shape now i think.
Also I have had a crack at darkening the lower part of the BFG, but I couldn't get it to look right, so Im just using it as is, maybe someone with a half decent palette swap program can have a go at doing it.
[SPRITES] Spriting Carnival!!
- Xtyfe
- Posts: 1480
- Joined: Fri Dec 14, 2007 6:29 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
Re: [SPRITES] Spriting Carnival!!
- DonaldDuck
- Posts: 69
- Joined: Sat Jun 11, 2011 6:57 am
Re: [SPRITES] Spriting Carnival!!
I wanted to make Heretic WAD where you have to kill seven (incredibly strong) liches, but i never managed to finish this WAD (I get bored very quickly)
So i decided to upload all sprites I've made (The lich knight was uploaded on realm667, but i took it down, because its behaviour sucked.)
Feel free to use them (but dont forget to credit me, if you do so.)
(Copy the image adress and paste it in a new tab if you cant watch it properly)
So i decided to upload all sprites I've made (The lich knight was uploaded on realm667, but i took it down, because its behaviour sucked.)
Feel free to use them (but dont forget to credit me, if you do so.)
(Copy the image adress and paste it in a new tab if you cant watch it properly)
Spoiler:
Re: [SPRITES] Spriting Carnival!!
Wow! I really like those especially the moss lich and the lich knight.
Re: [SPRITES] Spriting Carnival!!
Here are the originals for ya - . Is it best to post them in BMP ?Xtyfe wrote:Would you be willing to provide those muzzle flashes as a separate resource? they are niceBane wrote:Heres the latest sprites for the angry man, Starting to take a better shape now i think.
Also I have had a crack at darkening the lower part of the BFG, but I couldn't get it to look right, so Im just using it as is, maybe someone with a half decent palette swap program can have a go at doing it.
Re: [SPRITES] Spriting Carnival!!
PNG would probably be better (and smaller) than BMP.Bane wrote:Is it best to post them in BMP
Re: [SPRITES] Spriting Carnival!!
A little something I've been working on on the side:
Credits so far:
Woolie Wool and Uboa (part of the guns)
Macsoft and Wildweasel (resources and resource rip)
Banjo Software (Gloves)
3D Realms (hands, part of guns)
Credits so far:
Woolie Wool and Uboa (part of the guns)
Macsoft and Wildweasel (resources and resource rip)
Banjo Software (Gloves)
3D Realms (hands, part of guns)
Re: [SPRITES] Spriting Carnival!!
Here's the best I've been able to do so far on the quady. I named it the "loud mouth" for the obvious reasons, four 12 gauges, and the little skull on the butt
Primary fire is the quad ammo dump, seconday fires half the gun (under and over style).
Still needs work, would appreciate any imput on it.
Primary fire is the quad ammo dump, seconday fires half the gun (under and over style).
Still needs work, would appreciate any imput on it.
Last edited by Bane on Wed Jun 06, 2012 12:40 am, edited 1 time in total.
Re: [SPRITES] Spriting Carnival!!
Hey anyone know how I can add more pellets to the shots? I know how to increase damage, but I want to double up on the pellet count aswell.
- UnTrustable
- Posts: 757
- Joined: Wed Jan 31, 2007 11:34 am
- Location: The Netherlands
- Contact:
Re: [SPRITES] Spriting Carnival!!
I like it already. Wonder what it will look like after what you want to do more about the weapon.Bane wrote:Here's the best I've been able to do so far on the quady. I named it the "load mouth" for the obvious reasons, four 12 gauges, and the little skull on the butt
Primary fire is the quad ammo dump, seconday fires half the gun (under and over style).
Still needs work, would appreciate any imput on it.
Although it looks abit weird to see a quad barreled gun this way, still.... i like it.
And @DonaldDuck.... nice work there....
Re: [SPRITES] Spriting Carnival!!
Great work on that Quad ShotgunBane wrote:Hey anyone know how I can add more pellets to the shots? I know how to increase damage, but I want to double up on the pellet count aswell.
Here is the thread to ask something like that..
http://forum.zdoom.org/viewtopic.php?f=3&t=21885
-
- Posts: 4949
- Joined: Sun Nov 14, 2010 12:59 am
Re: [SPRITES] Spriting Carnival!!
[wiki]A_FireBullets[/wiki]Bane wrote:Hey anyone know how I can add more pellets to the shots? I know how to increase damage, but I want to double up on the pellet count aswell.
Re: [SPRITES] Spriting Carnival!!
Nice! That's the best attempt at a quad shotty since LoS.
Also PSX Final Doom
Also PSX Final Doom
Re: [SPRITES] Spriting Carnival!!
Blue Shadow wrote:[wiki]A_FireBullets[/wiki]Bane wrote:Hey anyone know how I can add more pellets to the shots? I know how to increase damage, but I want to double up on the pellet count aswell.
AltFire:
TNT1 A 0 A_TakeInventory("Reloading",1)
TNT1 A 0 A_JumpIfInventory("Shell",1,3)
Goto NoAmmo
TNT1 AAAAA 0
TNT1 A 0 A_JumpIfInventory("SSGAlt",1,"AltFire2")
TNT1 A 0 A_TakeInventory("Shell",2)
TNT1 A 0 A_GiveInventory("SSGAlt",1)
TNT1 A 0 A_Recoil(2)
TNT1 A 0 A_ALertMonsters
SHTA A 1 BRIGHT A_PlaySound("SSHFIRE")
TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",-5,0,0,0)
SHTA A 0 BRIGHT A_FireBullets (8, 8, 15, 7, "ShotgunPuff")
SHTA A 2 BRIGHT A_FireBullets (8, 8, 15, 7, "ShotgunPuff")
TNT1 AAAAAA 0 BRIGHT A_FireCustomMissile("ShotgunParticles", random(-10,10), 0, -1, random(-10,10))
//TNT1 A 0 ACS_Execute(281, 0, 0, 0, 0)
TNT1 A 0 A_FireCustomMissile("ShakeYourAssDouble", 0, 0, 0, 0)
SHO8 E 2
SHT2 A 2
TNT1 A 0
Goto Ready+6
Tried that doesn't change anything for something. I tried adding heaps of extra lines of it to, no go : /
- wildweasel
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
- Contact:
Re: [SPRITES] Spriting Carnival!!
It's all in the arguments, dude - notice all the numbers you're putting into A_FireBullets? Of those, the third number (presently 15) determines how many bullets are in the shot, and the fourth number determines the damage per bullet.
Re: [SPRITES] Spriting Carnival!!
Thanks heaps for the info Weasel, mind if I ask what the first two numbers are for?wildweasel wrote:It's all in the arguments, dude - notice all the numbers you're putting into A_FireBullets? Of those, the third number (presently 15) determines how many bullets are in the shot, and the fourth number determines the damage per bullet.