[SPRITES] Spriting Carnival!!

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: [SPRITES] Spriting Carnival!!

Post by Captain J »

Sgt. Shivers wrote:Image
Made an ssg animation for a IRC request.
like a HUNT Team's Action! :D
comet1337_old
Posts: 179
Joined: Thu Aug 01, 2013 1:10 pm

Re: [SPRITES] Spriting Carnival!!

Post by comet1337_old »

first thing that came to mind was blood dragon

nah, not enough gun spinning

but please do continue with OTT badass animations
User avatar
Carbine Dioxide
Posts: 1936
Joined: Thu Jun 12, 2014 3:16 pm
Location: Anywhere.

Re: [SPRITES] Spriting Carnival!!

Post by Carbine Dioxide »

That is amazballs, shivers. :D
User avatar
Woolie Wool
Posts: 1713
Joined: Mon Dec 15, 2003 3:36 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Arch Linux, Windows 11
Graphics Processor: nVidia with Vulkan support
Contact:

Re: [SPRITES] Spriting Carnival!!

Post by Woolie Wool »

Vegeta(dw) wrote:Back in the good old DOS days I (my dad) ordered to id DOOM, and got Ultimate DOOM for my surprise (yay!). It included the DOOM FAQ, I didn't want to read much about DOOM 2 but the info on the new monsters, and monster count on maps. For map 30 it said "Bossbrain: 1", as I didn't read about the map, the logic was that it'd be another spider brain creature.
When I finally bought DOOM 2 and made it to map30, needless to say that I got kind of shocked.

A thread in Doomworld talking about the Icon of sin inspired me to this. I didn't imagine it this way but, hey, I suck at sprite editing. A frankeinfreak combining the Arachnorb Queen, the BFG Spidermastermind, and the Arachnotron from DOOM 64.

Image
The pointy legs don't work, it looks like it's attempting to do ballet and there isn't nearly enough surface area to hold up such a massive creature.
CaptainToenail
Posts: 3975
Joined: Fri Jul 06, 2007 9:16 am

Re: [SPRITES] Spriting Carnival!!

Post by CaptainToenail »

That SSG animation is great. Any chance of some Wild West gun spinning with the handgun? :)
User avatar
NeuralStunner
 
 
Posts: 12328
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

Re: [SPRITES] Spriting Carnival!!

Post by NeuralStunner »

Sgt. Shivers wrote:Made an ssg animation for a IRC request.
I like it! :D

Only one issue: The free hand seems to be gripping the gun rather suddenly. Might need to edit that hand off completely, and make it look like inertia is doing the work.
User avatar
Vegeta(dw)
Posts: 366
Joined: Fri May 09, 2008 10:23 am

Re: [SPRITES] Spriting Carnival!!

Post by Vegeta(dw) »

Yuraofthehairfan wrote: Interesting idea XD
The doom 64 legs might give me an idea on how a Cyborg Reaper from Tiberian Sun Fire Storm can be made. :D
Not sure if I can make it but would be cool to see him in Doom.
Just cheked it out, I think some sprites from Strife might work as a base.
User avatar
Athel
Posts: 777
Joined: Wed Aug 21, 2013 11:31 am
Location: New Jersey

Re: [SPRITES] Spriting Carnival!!

Post by Athel »

Sgt. Shivers wrote:Image
Made an ssg animation for a IRC request.
Need to see the sprite sheet to see awesomeness... CD

That's a rather smooth animation, though!
HavoX
Posts: 272
Joined: Wed Apr 11, 2012 10:31 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10 Pro 21H1
Graphics Processor: nVidia with Vulkan support
Location: St. Louis, MO

Re: [SPRITES] Spriting Carnival!!

Post by HavoX »

Sgt. Shivers wrote:Image
Made an ssg animation for a IRC request.
Two words to describe this... Awe.some. Image
User avatar
zrrion the insect
Posts: 2432
Joined: Thu Jun 25, 2009 1:58 pm
Location: Time Station 1: Moon of Glendale

Re: [SPRITES] Spriting Carnival!!

Post by zrrion the insect »

That reload though.
User avatar
Athel
Posts: 777
Joined: Wed Aug 21, 2013 11:31 am
Location: New Jersey

Re: [SPRITES] Spriting Carnival!!

Post by Athel »

These frames can be for when you select the Super Shotgun...not while firing...
User avatar
doomfiend
Posts: 526
Joined: Sun Aug 27, 2006 6:10 am
Location: some where

Re: [SPRITES] Spriting Carnival!!

Post by doomfiend »

it would be interesting if you used those frames for when you pick up the ssg for the first time no?
User avatar
Caligari87
Admin
Posts: 6233
Joined: Thu Feb 26, 2004 3:02 pm
Preferred Pronouns: He/Him
Contact:

Re: [SPRITES] Spriting Carnival!!

Post by Caligari87 »

Have the SSG check for a "placeholder" inventory item on its raise state. If it's there, simply loop the regular A_Raise state and goto ready. If it's NOT, jump to a custom state, do an "instant" raise, play the animation, and give the custom inventory item so it doesn't play again.

8-)
User avatar
Athel
Posts: 777
Joined: Wed Aug 21, 2013 11:31 am
Location: New Jersey

Re: [SPRITES] Spriting Carnival!!

Post by Athel »

This would require a bit of ACS trickery, wouldn't it?
User avatar
XutaWoo
Posts: 4005
Joined: Sat Dec 30, 2006 4:25 pm
Location: beautiful hills of those who are friends
Contact:

Re: [SPRITES] Spriting Carnival!!

Post by XutaWoo »

Not in the slightest.

Heck, I did something similar in a Heretic mod I never released. The weapons would play special animation if you had them selected when you started a level. I'm not sure if I used ACS for that or not, but nowadays I know you could do that without any.
Post Reply

Return to “General”