[Project, Resource, Weapons] Conan the Barbarian
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Re: [Project, Resource, Weapons] Conan the Barbarian
Will definitely use that, but as a dagger. I'll try to rearrange this thread tomorrow, guys.
- Captain J
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Re: [Project, Resource, Weapons] Conan the Barbarian
making a shadow from photoshop or pixlr should be work, also adding a light too. i'll try if that's not easy for you.
Re: [Project, Resource, Weapons] Conan the Barbarian
Thread re-arranged. I'll re-do my project graphics accordingly, though I'm a bit undecided yet as to whether to use. For now, I'm just going to do the boots by fiddling with the levels on the feet. I may go back later an partially re-attach the original Duke Nukem boots, especially if I can figure out how to turn black into brown without repainting everything.
Going through Legend of the Seven Paladins and some of the fantasy games that awesome Diodeus has awesomely ripped for a few more weapons, namely a scimitar, a spear, throwing daggers, and a Hyrkanian recurve bow (averaged out and more consistent compared to the regular bow, doesn't get the super highs of the best aiming state, but doesn't get the shakes). Will also (re)do the mace (was using the Daggerfall one), and add a flail.
Going through Legend of the Seven Paladins and some of the fantasy games that awesome Diodeus has awesomely ripped for a few more weapons, namely a scimitar, a spear, throwing daggers, and a Hyrkanian recurve bow (averaged out and more consistent compared to the regular bow, doesn't get the super highs of the best aiming state, but doesn't get the shakes). Will also (re)do the mace (was using the Daggerfall one), and add a flail.
- Captain J
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Re: [Project, Resource, Weapons] Conan the Barbarian
also you can use the shiver's some ripped skyrim weapons at spriting carnival. i always thought those things could be useful for those hands, though.
wanna see? check it out;
http://forum.zdoom.org/viewtopic.php?f= ... 80#p701425
more of them can be found at next page.
wanna see? check it out;
http://forum.zdoom.org/viewtopic.php?f= ... 80#p701425
more of them can be found at next page.
Re: [Project, Resource, Weapons] Conan the Barbarian
Glanced at it some this morning, I'll definitely go through it more when I have time.
I've been drinking, and I'm just fiddling with this while waiting on a download to finish, but here's the scimitar and throwing dagger so far.

It doesn't look quite right because they're being held right next to each other, but the second and third frames would be moving around the screen. May replace the hand and arm on the third frame later, dunno.
The throwing dagger has me thinking that I might go on and include Malak the thief in the first release of the project if I can work out some lockpicks or something.
I've been drinking, and I'm just fiddling with this while waiting on a download to finish, but here's the scimitar and throwing dagger so far.

It doesn't look quite right because they're being held right next to each other, but the second and third frames would be moving around the screen. May replace the hand and arm on the third frame later, dunno.
The throwing dagger has me thinking that I might go on and include Malak the thief in the first release of the project if I can work out some lockpicks or something.
Re: [Project, Resource, Weapons] Conan the Barbarian
Not too bad. I hope later on you make his arms and legs more muscular, then it will look more accurate. 

Re: [Project, Resource, Weapons] Conan the Barbarian
If you compare the width of the forearms compared to the width of the hand, it seems to be not too far off (quarter or third the way down the forearm from the elbow to the wrist is about 1.75 handwidths flexed, 1.6-ish extended).


Now, the biceps could be their own screen-hogging weapons (may have to code flexing as a hidden cheat-only weapon as a gag), but thankfully we've managed to hide them. Plus, if I don't have the sprites too beefy, I can get away with Conan's graphics being used for other planned characters.


Now, the biceps could be their own screen-hogging weapons (may have to code flexing as a hidden cheat-only weapon as a gag), but thankfully we've managed to hide them. Plus, if I don't have the sprites too beefy, I can get away with Conan's graphics being used for other planned characters.
- wildweasel
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Re: [Project, Resource, Weapons] Conan the Barbarian
My favorite trick there is to give a bare-fists weapon a Reload state, and have that trigger some secret function (like taunting).ThomsonI wrote:Now, the biceps could be their own screen-hogging weapons (may have to code flexing as a hidden cheat-only weapon as a gag)
Re: [Project, Resource, Weapons] Conan the Barbarian
I'll have to do that, and that effectively gives me a third fire button for most of the melee weapons without having to actually program anything. Still may do some cheat-only flex weapon that crushes gibbable enemies and causes others to flee.
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Re: [Project, Resource, Weapons] Conan the Barbarian
resizing hands would be better, that game's sprites were used to be really small as heck also out of shadings.ThomsonI wrote:I've been drinking, and I'm just fiddling with this while waiting on a download to finish, but here's the scimitar and throwing dagger so far.

don't forget the zoom key either, then he will can made a losta punching skills like a boxing.wildweasel wrote:My favorite trick there is to give a bare-fists weapon a Reload state, and have that trigger some secret function (like taunting).
- Crudux Cruo
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Re: [Project, Resource, Weapons] Conan the Barbarian
I really like the scimmy, throwing dagger needs more balls imo.
Re: [Project, Resource, Weapons] Conan the Barbarian
Yeah, with the realization that I effectively have four attack keys (thanks WW and Cap J), I may just make throwing the regular dagger the third and fourth attacks for that weapon instead.
May go back later and resize the hand on the scimitar, and/or use that as the base for the longsword (using modded DF graphics).
Made the axe two-handed while making it widescreen friendly, going to merge it and the battle axe (that was going to use Daggerfall graphics). Redid the same treatment for the Atlantean sword since it's been recolored, will do the same for the Hyrkanian sword, Stygian sword, and hammer (going to merged with the warhammer); then get to work on the flail and mace. Need to get to tonight's evening shift now, though.
May go back later and resize the hand on the scimitar, and/or use that as the base for the longsword (using modded DF graphics).
Made the axe two-handed while making it widescreen friendly, going to merge it and the battle axe (that was going to use Daggerfall graphics). Redid the same treatment for the Atlantean sword since it's been recolored, will do the same for the Hyrkanian sword, Stygian sword, and hammer (going to merged with the warhammer); then get to work on the flail and mace. Need to get to tonight's evening shift now, though.
- Captain J
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Re: [Project, Resource, Weapons] Conan the Barbarian
almost looking good there! also make that axe long, then you got a good battle axe.
- Crudux Cruo
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Re: [Project, Resource, Weapons] Conan the Barbarian
Holy tits thats great! heres a little touch up i did on the scimmy and dagger
Re: [Project, Resource, Weapons] Conan the Barbarian
(Didn't take as long to buy pants as I thought, still waiting to clock in).
I think the biggest problem with the throwing dagger (inherent in the original) is that the handle's about half the length it needs to be. It's about as long as a couple of knuckles instead of a finger. The trimming and prongs make it far more appealing tbough, great job.
I think the biggest problem with the throwing dagger (inherent in the original) is that the handle's about half the length it needs to be. It's about as long as a couple of knuckles instead of a finger. The trimming and prongs make it far more appealing tbough, great job.