[SPRITES] Spriting Carnival!!
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Re: [SPRITES] Spriting Carnival!!
Lara Croft Sprites was rip from Tombs Raider Legends on the DS
and rip by Me
And I also put it together and modified abit to be a Doom sprite sheet use.
Theres the default top and green top version of her.
and rip by Me
And I also put it together and modified abit to be a Doom sprite sheet use.
Theres the default top and green top version of her.
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Re: [SPRITES] Spriting Carnival!!
Hey all, first post after making an account.
I've been working on a sci-fi level/mod kind of thing and wanted to share some spritework WIPs that I made alongside it, only the gun is go into the mod currently but people are free to use any of it. So this is kind of halfway a teaser but people are free to nab stuff, even the base ideas. By the way anything original in my mod will be open permissions, there's a couple textures and sprites in it that I'm not posting here currently.
Everything below will hopefully be "done" one day, meaning rotations and attacks for the enemy sprites, which I'll either edit into this reply or make a new one for.
Pistol that I call the Renegade, as it's inspired and *partly* traced from the pistol from Command & Conquer Renegade viewed at a steep enough angle to look like it has prongs at the front. Originated because I wanted more futuristic replacements for Doom 2's pistol and shotguns.
Biggest issues I see are the iron sights not looking centered (mostly in the png, I don't notice in-game) and the right hand being a little sharp, but if you wanted to use it as-is it's easily tweakable.
Enemies I'm working on. From left to right we have NOD and GDI soldiers inspired by Command & Conquer (probably due to aforementioned game putting it in my head), a more original sci-fi soldier who has a bit of unintentional Titanfall vibes, two original sprites made by trying out posing models in Source Film Maker, a red Doom marine with skin swapped for grey and a subtly sleeker visor, and two variants of a non-zombie chaingunner, one without helmet and one with a slightly heavier variant of a marine helmet.
Little teaser for a Quake scrag, after seeing the custom "Wicked" enemy from Realm667 that a few mods use. The above image is grainy first pass, but since first posting this I've actually done a lot, not really worth taking pictures yet but it now has Doom-like spriting, all rotations and a custom attack. I may release it on its own as a resource.
Since you're reading this, thank you to the zdoom forum and all the resources people have kindly made. Learning to mod has been a fun use of ample free time, and other people's work has been a huge help whether I use things directly or just learn by example.
[I also put this in the WIPs thread, tbh a lot of this is WIPs so it fits in both threads and just happens to be open permissions.]
I've been working on a sci-fi level/mod kind of thing and wanted to share some spritework WIPs that I made alongside it, only the gun is go into the mod currently but people are free to use any of it. So this is kind of halfway a teaser but people are free to nab stuff, even the base ideas. By the way anything original in my mod will be open permissions, there's a couple textures and sprites in it that I'm not posting here currently.
Everything below will hopefully be "done" one day, meaning rotations and attacks for the enemy sprites, which I'll either edit into this reply or make a new one for.
Pistol that I call the Renegade, as it's inspired and *partly* traced from the pistol from Command & Conquer Renegade viewed at a steep enough angle to look like it has prongs at the front. Originated because I wanted more futuristic replacements for Doom 2's pistol and shotguns.
Biggest issues I see are the iron sights not looking centered (mostly in the png, I don't notice in-game) and the right hand being a little sharp, but if you wanted to use it as-is it's easily tweakable.
Enemies I'm working on. From left to right we have NOD and GDI soldiers inspired by Command & Conquer (probably due to aforementioned game putting it in my head), a more original sci-fi soldier who has a bit of unintentional Titanfall vibes, two original sprites made by trying out posing models in Source Film Maker, a red Doom marine with skin swapped for grey and a subtly sleeker visor, and two variants of a non-zombie chaingunner, one without helmet and one with a slightly heavier variant of a marine helmet.
Little teaser for a Quake scrag, after seeing the custom "Wicked" enemy from Realm667 that a few mods use. The above image is grainy first pass, but since first posting this I've actually done a lot, not really worth taking pictures yet but it now has Doom-like spriting, all rotations and a custom attack. I may release it on its own as a resource.
Since you're reading this, thank you to the zdoom forum and all the resources people have kindly made. Learning to mod has been a fun use of ample free time, and other people's work has been a huge help whether I use things directly or just learn by example.
[I also put this in the WIPs thread, tbh a lot of this is WIPs so it fits in both threads and just happens to be open permissions.]
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Re: [SPRITES] Spriting Carnival!!
That third Possb1 marine (Titanfall vibes) looks great! There's something captivating about that design.
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Re: [SPRITES] Spriting Carnival!!
Edited this werewolf weapon and meter sheet.
The idea is if Doom guy can turn into a werewolf.
As the sheet comes with claws and muzzle (use and edited from shadowcaster and rise of the triad)
The claws would do low damage but is fast and you gain health by 1 point a hit.
The muzzle and fangs is a slower attack but can gain 5 points of health.
in the werewolf state you take 25 percent less damage
The Blue moon is your werewolf meter,
kill to fill it and when it's full you can transform,
It's also a timer too you can only be a werewolf for 1 minute until you turn back to Doom guy,
but more you kill, more the timer regain itself like by 2-5-8 seconds, depending on the monster you kill.
The Red Moon is the Fury meter, it only gains in werewolf form and mostly makes you twice as strong and fast and taking less damage as well,
and you slowly regenerate health too and gain more health by killing.
The werewolf can also wall-jump and double jump.
as that's my idea how to use these sprites.
The idea is if Doom guy can turn into a werewolf.
As the sheet comes with claws and muzzle (use and edited from shadowcaster and rise of the triad)
The claws would do low damage but is fast and you gain health by 1 point a hit.
The muzzle and fangs is a slower attack but can gain 5 points of health.
in the werewolf state you take 25 percent less damage
The Blue moon is your werewolf meter,
kill to fill it and when it's full you can transform,
It's also a timer too you can only be a werewolf for 1 minute until you turn back to Doom guy,
but more you kill, more the timer regain itself like by 2-5-8 seconds, depending on the monster you kill.
The Red Moon is the Fury meter, it only gains in werewolf form and mostly makes you twice as strong and fast and taking less damage as well,
and you slowly regenerate health too and gain more health by killing.
The werewolf can also wall-jump and double jump.
as that's my idea how to use these sprites.
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Re: [SPRITES] Spriting Carnival!!
Are the teeth a projectile? or maybe a damage effect that appears on enemies you attacked? and how would "wall jump"ing work within the context of zdoom?
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Re: [SPRITES] Spriting Carnival!!
The teeth is for animating a chomp when the player done a critical hit on a enemy.bimshwel wrote:Are the teeth a projectile? or maybe a damage effect that appears on enemies you attacked? and how would "wall jump"ing work within the context of zdoom?
wall jumping is for other maps, if they're huge ones with 2nd level or get to upper places to monsters to kill fast.
That's why double jump, wall jumping or edge climbing would be good for the werewolf.
Oh I forgot, a 3rd attack would a howl shock wave,
that mostly look like a transparent grey wavy rings pulsing.
and it's damage is like a weaker rocket launcher that have splash damage.
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Re: [SPRITES] Spriting Carnival!!
how would you show the teeth from the player's perspective? They couldn't go above the snout, could they? and wall jumping, would that make the view spin around 180 degrees abruptly? I am more curious about how this stuff would work and how it would look. I like wall jumping, clinging and climbing but mostly know them from third person view games.
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Re: [SPRITES] Spriting Carnival!!
More like the Furry Meter, am I right?r&r wrote:The Red Moon is the Fury meter
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Re: [SPRITES] Spriting Carnival!!
the snout would disappear for a second,bimshwel wrote:how would you show the teeth from the player's perspective? They couldn't go above the snout, could they? and wall jumping, would that make the view spin around 180 degrees abruptly? I am more curious about how this stuff would work and how it would look. I like wall jumping, clinging and climbing but mostly know them from third person view games.
The teeth and chop animation would appear where the crosshair would be.
Well I mean basic wall jumping,
if you ever played Doom Exp, or Zmovements, or the Parkour v1.1 mod
they have wall jumping.
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Re: [SPRITES] Spriting Carnival!!
ShallowB wrote:More like the Furry Meter, am I right?r&r wrote:The Red Moon is the Fury meter
Bang! Bang! Bang! pull my Furry Meter.
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Re: [SPRITES] Spriting Carnival!!
Finished my Doom 2 style Doom 64 imp!
I wanted to give him a two-handed fireball attack to make him more like the D64 version, since those imps aren't able to switch between melee and ranged attacks once they start, but I gave up.
Also made one that matches the D64 colors a little better:
I wanted to give him a two-handed fireball attack to make him more like the D64 version, since those imps aren't able to switch between melee and ranged attacks once they start, but I gave up.
Also made one that matches the D64 colors a little better:
Spoiler:And a Nightmare Imp recolor:
Spoiler:The first one works with Doom palette since it's the exact same colors as the original Imp, but the two D64 versions will need a source port that allows true color pngs.
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Re: [SPRITES] Spriting Carnival!!
You can add a translation to switch the colors, no need to make separate sprite sheets for each, in zdoom, anyway.
Admittedly, I have not! I will have to investigate those at some point, along with the "hookshot" somebody told me about in here some pages ago.if you ever played Doom Exp, or Zmovements, or the Parkour v1.1 mod
they have wall jumping.
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Re: [SPRITES] Spriting Carnival!!
Unfortunately the Imp has red eyes and a red belly, and the same colors are used in his blood. If you don't mind the Nightmare Imp having blue blood, then that's definitely the way to go!
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Re: [SPRITES] Spriting Carnival!!
Of course, you can set the sprite up as one that is intended for translations for all of its appearances. I mean, make it from colours in the Doom palette that are a good base for translation, but which may look odd without it. e.g. if you made the imp green with some other colour range for the eyes and belly (I dunno, blue? Orange?), it would look odd untranslated but a translation could be applied via DECORATE or ZScript to make the one sprite set look like all three of the sheets that you posted.
Definitely a cool looking sprite though.
Definitely a cool looking sprite though.
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Re: [SPRITES] Spriting Carnival!!
Hey that’s pretty clever. I’ll definitely keep that in mind for future projects.