It would look extremely odd. The System Shock developers had done something similar, removing dead body rotations because they looked strange.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...
[SPRITES] Spriting Carnival!!
- Marrub
-
- Posts: 1202
- Joined: Tue Feb 26, 2013 2:48 pm
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Arch Linux
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
- Contact:
Re: [SPRITES] Spriting Carnival!!
- NoozeArts
- Posts: 81
- Joined: Mon Nov 24, 2014 7:26 am
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Finland
Re: [SPRITES] Spriting Carnival!!
I made it in Blender.gerolf wrote:This looks amazing! How'd you make this? It's like a mix between the BFG and Duke 3d's shrink ray.NoozeArts wrote:
Last edited by NoozeArts on Mon Mar 07, 2016 3:45 am, edited 1 time in total.
Re: [SPRITES] Spriting Carnival!!
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... :DDoomKrakken wrote:It'd be nice if there were eight-way sprite rotations for monster death animations. I wonder why that hasn't happened yet...
- NoozeArts
- Posts: 81
- Joined: Mon Nov 24, 2014 7:26 am
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Finland
Re: [SPRITES] Spriting Carnival!!
I don't and I think the model wouldn't look so good from an angle.DoomKrakken wrote:Do you have angled versions, by chance?
Re: [SPRITES] Spriting Carnival!!
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.Marrub wrote:It would look extremely odd. The System Shock developers had done something similar, removing dead body rotations because they looked strange.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...
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
- Skelegant
- Posts: 1436
- Joined: Sun Aug 03, 2014 2:38 am
- Preferred Pronouns: She/Her
- Location: All over the walls and floor of E2M8
Re: [SPRITES] Spriting Carnival!!
I made a bunch of way-too-small weapons

On the subject of rotations, I always find enemies with no rotations creepier, as they look like they're constantly watching you.

On the subject of rotations, I always find enemies with no rotations creepier, as they look like they're constantly watching you.
- 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!!
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!
Re: [SPRITES] Spriting Carnival!!
They could be in the appropriate size for Wolf3D.
- Marrub
-
- Posts: 1202
- Joined: Tue Feb 26, 2013 2:48 pm
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Arch Linux
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
- Contact:
Re: [SPRITES] Spriting Carnival!!
This is a very interesting idea, I'd love to see this in action but I'm no good with monsters.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
- raymoohawk
- Posts: 1153
- Joined: Fri Jan 17, 2014 7:16 pm
Re: [SPRITES] Spriting Carnival!!
that is an excellent solution gezGez 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.Marrub wrote:It would look extremely odd. The System Shock developers had done something similar, removing dead body rotations because they looked strange.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...
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

- Galaxy_Stranger
- Posts: 1326
- Joined: Sat Aug 16, 2003 11:42 pm
- Location: Shropshire
- Contact:
Re: [SPRITES] Spriting Carnival!!
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.mazmon wrote:I made a bunch of way-too-small weapons
On the subject of rotations, I always find enemies with no rotations creepier, as they look like they're constantly watching you.
Re: [SPRITES] Spriting Carnival!!
Reminds me of bitman zeta.
- DoomKrakken
- Posts: 3489
- Joined: Sun Oct 19, 2014 6:45 pm
- Location: Plahnit Urff
- Contact:
Re: [SPRITES] Spriting Carnival!!
I've seen that before. I really liked it. SgtMk_IV implemented some of those sprite rotations in Brutal Doom, and it's sexy.Nash wrote: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...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...

I don't think I quite understand what's going on here, exactly...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.Marrub wrote:It would look extremely odd. The System Shock developers had done something similar, removing dead body rotations because they looked strange.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...
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
Oh well.NoozeArts wrote:I don't and I think the model wouldn't look so good from an angle.DoomKrakken wrote:Do you have angled versions, by chance?

- TheRailgunner
- Posts: 1556
- Joined: Mon Jul 08, 2013 10:08 pm
Re: [SPRITES] Spriting Carnival!!
VSK7 Nightshade stuff:

Spoiler:It's a 12-gauge semi-automatic shotgun

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