[SPRITES] Spriting Carnival!!

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Marrub
 
 
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Re: [SPRITES] Spriting Carnival!!

Post by Marrub »

DoomKrakken wrote:It'd be nice if there were eight-way sprite rotations for monster death animations. I wonder why that hasn't happened yet...
It would look extremely odd. The System Shock developers had done something similar, removing dead body rotations because they looked strange.
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NoozeArts
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Re: [SPRITES] Spriting Carnival!!

Post by NoozeArts »

gerolf wrote:
NoozeArts wrote:Image
This looks amazing! How'd you make this? It's like a mix between the BFG and Duke 3d's shrink ray.
I made it in Blender.
Last edited by NoozeArts on Mon Mar 07, 2016 3:45 am, edited 1 time in total.
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Nash
 
 
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Re: [SPRITES] Spriting Carnival!!

Post by Nash »

DoomKrakken wrote:It'd be nice if there were eight-way sprite rotations for monster death animations. I wonder why that hasn't happened yet...
Load up Knee Deep in ZDoom and take a look at the armor bonuses and you'll see why sprite rotations for non-living-characters is awkward... :D
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Re: [SPRITES] Spriting Carnival!!

Post by NoozeArts »

DoomKrakken wrote:Do you have angled versions, by chance?
I don't and I think the model wouldn't look so good from an angle.
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Re: [SPRITES] Spriting Carnival!!

Post by Gez »

Marrub wrote:
DoomKrakken wrote:It'd be nice if there were eight-way sprite rotations for monster death animations. I wonder why that hasn't happened yet...
It would look extremely odd. The System Shock developers had done something similar, removing dead body rotations because they looked strange.
For the death animation I think you could gradually reduce the number of rotations so that the monster doesn't abruptly turn on death, but seems to spin a bit while dying if it wasn't already facing you.

E.g.:
67812345 // start with eight rotations
77812334 // "remove" the three farthest rotations (456) replacing them with copies of nearer rotations (5 is replaced by 4, though)
78111233 // continue shifting the non-frontal rotations to be more frontal
88111223 // and again
81111122 // now every rotation looks either frontal or near-frontal
00000000 // so the next step can be without any rotation
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Re: [SPRITES] Spriting Carnival!!

Post by Skelegant »

I made a bunch of way-too-small weapons
Image

On the subject of rotations, I always find enemies with no rotations creepier, as they look like they're constantly watching you.
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Re: [SPRITES] Spriting Carnival!!

Post by Captain J »

corridor 7 gave me that feeling so much, anyway i would like to see those weapons in indie game inspired by apogee's DOS games!
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Re: [SPRITES] Spriting Carnival!!

Post by CeeJay »

They could be in the appropriate size for Wolf3D.
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Re: [SPRITES] Spriting Carnival!!

Post by Marrub »

Gez wrote:For the death animation I think you could gradually reduce the number of rotations so that the monster doesn't abruptly turn on death, but seems to spin a bit while dying if it wasn't already facing you.

E.g.:
67812345 // start with eight rotations
77812334 // "remove" the three farthest rotations (456) replacing them with copies of nearer rotations (5 is replaced by 4, though)
78111233 // continue shifting the non-frontal rotations to be more frontal
88111223 // and again
81111122 // now every rotation looks either frontal or near-frontal
00000000 // so the next step can be without any rotation
This is a very interesting idea, I'd love to see this in action but I'm no good with monsters.
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raymoohawk
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Re: [SPRITES] Spriting Carnival!!

Post by raymoohawk »

Gez wrote:
Marrub wrote:
DoomKrakken wrote:It'd be nice if there were eight-way sprite rotations for monster death animations. I wonder why that hasn't happened yet...
It would look extremely odd. The System Shock developers had done something similar, removing dead body rotations because they looked strange.
For the death animation I think you could gradually reduce the number of rotations so that the monster doesn't abruptly turn on death, but seems to spin a bit while dying if it wasn't already facing you.

E.g.:
67812345 // start with eight rotations
77812334 // "remove" the three farthest rotations (456) replacing them with copies of nearer rotations (5 is replaced by 4, though)
78111233 // continue shifting the non-frontal rotations to be more frontal
88111223 // and again
81111122 // now every rotation looks either frontal or near-frontal
00000000 // so the next step can be without any rotation
that is an excellent solution gez :)
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Re: [SPRITES] Spriting Carnival!!

Post by Galaxy_Stranger »

mazmon wrote:I made a bunch of way-too-small weapons
Image

On the subject of rotations, I always find enemies with no rotations creepier, as they look like they're constantly watching you.
I agree - I think that's part of the appeal of the pre-Doom games. In Wolf3D, you don't know why they're not shooting at you so it gives it some more randomization I think.
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Re: [SPRITES] Spriting Carnival!!

Post by Clownman »

Reminds me of bitman zeta.
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Re: [SPRITES] Spriting Carnival!!

Post by DoomKrakken »

Nash wrote:
DoomKrakken wrote:It'd be nice if there were eight-way sprite rotations for monster death animations. I wonder why that hasn't happened yet...
Load up Knee Deep in ZDoom and take a look at the armor bonuses and you'll see why sprite rotations for non-living-characters is awkward... :D
I've seen that before. I really liked it. SgtMk_IV implemented some of those sprite rotations in Brutal Doom, and it's sexy. :)
Gez wrote:
Marrub wrote:
DoomKrakken wrote:It'd be nice if there were eight-way sprite rotations for monster death animations. I wonder why that hasn't happened yet...
It would look extremely odd. The System Shock developers had done something similar, removing dead body rotations because they looked strange.
For the death animation I think you could gradually reduce the number of rotations so that the monster doesn't abruptly turn on death, but seems to spin a bit while dying if it wasn't already facing you.

E.g.:
67812345 // start with eight rotations
77812334 // "remove" the three farthest rotations (456) replacing them with copies of nearer rotations (5 is replaced by 4, though)
78111233 // continue shifting the non-frontal rotations to be more frontal
88111223 // and again
81111122 // now every rotation looks either frontal or near-frontal
00000000 // so the next step can be without any rotation
I don't think I quite understand what's going on here, exactly...
NoozeArts wrote:
DoomKrakken wrote:Do you have angled versions, by chance?
I don't and I think the model wouldn't look so good from an angle.
Oh well. :(
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TheRailgunner
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Re: [SPRITES] Spriting Carnival!!

Post by TheRailgunner »

VSK7 Nightshade stuff:
Spoiler:
It's a 12-gauge semi-automatic shotgun :D
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Re: [SPRITES] Spriting Carnival!!

Post by Captain J »

based on USAS-12, i see! deadly stuff.
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