Public Doom Sprites - Z-Halloween Pumkin-Nade Up! on p.56

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Amuscaria
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Post by Amuscaria »

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.
Hm, i can do that.
Scuba Steve
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Post by Scuba Steve »

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.
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iSpook
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Post by iSpook »

<Offtopic> OMG ITS GODZILLA! </offtopic>

Annnnnnnnnnnnyways..... The sprite is a tad too big, but then again he's supposed to be a demon lord type being, so I wouldn't doubt that he would need be thatsize.. But Dayum..
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HotWax
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Post by HotWax »

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.
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Amuscaria
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Post by Amuscaria »

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.
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).
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darmuss
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Post by darmuss »

Doom with an arcade end level boss...

excellent for coop :)
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Cutmanmike
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Post by Cutmanmike »

And for ANYTHING that big you should be using models, but I like the concept. He's not as big as my giant squid though.
NiGHTMARE
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Post by NiGHTMARE »

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.
What if you make use of ZDoom's support for 16 rotations instead of sticking with the standard 8?
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Cutmanmike
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Post by Cutmanmike »

NiGHTMARE wrote:
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.
What if you make use of ZDoom's support for 16 rotations instead of sticking with the standard 8?
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.
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Vader
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Post by Vader »

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 :?
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Cutmanmike
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Post by Cutmanmike »

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).
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Tormentor667
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Post by Tormentor667 »

Can't give suggestions but I have to admit... that looks already very scary... ehwwwwww.... O_O
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Shadelight
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Post by Shadelight »

How does that look scary to you? o_O
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Amuscaria
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Post by Amuscaria »

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 :?
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.
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Cutmanmike
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Post by Cutmanmike »

took a screenie:
Spoiler: Fine, so it looks nothing like a squid, but it kills you so there
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