Hm, i can do that.Shinjanji wrote:Well, if you're going to be on floor-level with him, then you might want to change the perspective to make it look like you're seeing him from slightly underneath him.
Public Doom Sprites - Z-Halloween Pumkin-Nade Up! on p.56
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
-
Scuba Steve
- Posts: 1060
- Joined: Sat Mar 27, 2004 8:56 pm
I was thinking of more of a cliff side battle. There would be a large plateau in the the middle of a large valley and the player would b on there while the big thing walks around the and launches all sorts of crazy attacks. There will be caves and rocks to hide in and behind though. Demons would be summoned constanty (you have to kill the demons to gain ammo for your boss-killer weapon).HotWax wrote:If scripted properly and the player is at a reasonable height (i.e. where he won't be staring at toes the entire battle), it could work. I wouldn't advise just dropping it into a large arena though.
- Cutmanmike
- Posts: 11354
- Joined: Mon Oct 06, 2003 3:41 pm
- Operating System Version (Optional): Windows 10
- Location: United Kingdom
- Contact:
What if you make use of ZDoom's support for 16 rotations instead of sticking with the standard 8?Scuba Steve wrote:I find that once sprites get TOO large, they become awkward and silly. at a certain point, when you are turning left and right, the sprite rotates just too much and looks noticeably flat and 2D.
- Cutmanmike
- Posts: 11354
- Joined: Mon Oct 06, 2003 3:41 pm
- Operating System Version (Optional): Windows 10
- Location: United Kingdom
- Contact:
You get the same effect. Sprites just rotate weird in doom but since they're 2d it's the only way. Models are the best choice for huge actors.NiGHTMARE wrote:What if you make use of ZDoom's support for 16 rotations instead of sticking with the standard 8?Scuba Steve wrote:I find that once sprites get TOO large, they become awkward and silly. at a certain point, when you are turning left and right, the sprite rotates just too much and looks noticeably flat and 2D.
- Cutmanmike
- Posts: 11354
- Joined: Mon Oct 06, 2003 3:41 pm
- Operating System Version (Optional): Windows 10
- Location: United Kingdom
- Contact:
It's not height it's width. Still, he could always scale the monster down to make it sort of hi-res.
Bah I would show you my giant squid if it wasn't a part of a huge project and intangled with too many scripts (the only living person who COULD have seen it is graf, but I seriously doubt he'd play it other than to bugtest with bug reports i've given him).
Bah I would show you my giant squid if it wasn't a part of a huge project and intangled with too many scripts (the only living person who COULD have seen it is graf, but I seriously doubt he'd play it other than to bugtest with bug reports i've given him).
- Tormentor667
- Posts: 13556
- Joined: Wed Jul 16, 2003 3:52 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Germany
- Contact:
- Shadelight
- Posts: 5113
- Joined: Fri May 20, 2005 11:16 am
- Location: Labrynna
Maybe I should try using a model instead, but then the things wont match correctly. Oh well. I can always scale it down after i finish.Vader wrote:Yeah, sprites pretty much mess up when they are too tall...
I once started to create a custom monster that was about twice the height of a cyberdemon and it already looked very crappy in game
- Cutmanmike
- Posts: 11354
- Joined: Mon Oct 06, 2003 3:41 pm
- Operating System Version (Optional): Windows 10
- Location: United Kingdom
- Contact:
