[SPRITES] Spriting Carnival!!

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
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r&r
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Re: [SPRITES] Spriting Carnival!!

Post by r&r »

bimshwel wrote:You can add a translation to switch the colors, no need to make separate sprite sheets for each, in zdoom, anyway.
if you ever played Doom Exp, or Zmovements, or the Parkour v1.1 mod
they have wall jumping.
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.
they're pretty fun and useful mods to move faster.

Zmovements have it's limits tho,
like TC mods might break or not work correctly.
as to bad,
as the Batman Reborn mod would been good with a hook shot and slide move.
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bimshwel
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Re: [SPRITES] Spriting Carnival!!

Post by bimshwel »

Do people mix add-ons like that? I definitely wouldn't expect two different ones to work at the same time, especially with all the zscript business going on

As long as one of them works in a way that I can grasp I wouldn't mind ripping off something resembling the execution, as I like clinging to things in video games, albeit I know it best from side-view games like Megaman X and cosmo cosmic adventure

creating sprites with the expectation that will be translated can be liberating, but it can also be debilitating;
I have gotten into the habit of making each part of a monster exclusively use one or two color areas, not mixing in others, thinking "well I MIGHT want to translate this later" and it can be tiring! Also sometimes they look weird when displayed outside the game.
vufspain17angle2.png
The pinkish reds were the only palette section left with which to back-light the greys!
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KynikossDragonn
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Re: [SPRITES] Spriting Carnival!!

Post by KynikossDragonn »

bimshwel wrote:Do people mix add-ons like that? I definitely wouldn't expect two different ones to work at the same time, especially with all the zscript business going on
Mods can be compatible with one another, but it depends on which order the files are in when passed through the -file command. There can still be potentially breaking collisions though, namely with sprite names.
bimshwel wrote:vufspain17angle2.png
all I can think of seeing this is "aw naw!" and lots of dingle bell sounds.
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r&r
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Re: [SPRITES] Spriting Carnival!!

Post by r&r »

bimshwel wrote:Do people mix add-ons like that? I definitely wouldn't expect two different ones to work at the same time, especially with all the zscript business going on

As long as one of them works in a way that I can grasp I wouldn't mind ripping off something resembling the execution, as I like clinging to things in video games, albeit I know it best from side-view games like Megaman X and cosmo cosmic adventure

creating sprites with the expectation that will be translated can be liberating, but it can also be debilitating;
I have gotten into the habit of making each part of a monster exclusively use one or two color areas, not mixing in others, thinking "well I MIGHT want to translate this later" and it can be tiring! Also sometimes they look weird when displayed outside the game.
vufspain17angle2.png
The pinkish reds were the only palette section left with which to back-light the greys!
Mods can stack up and mix together,
but there could be bad side effects mixing to much of them,
mini or universal mod should be compatible for vanilla game,
but sometimes addon compatible patches are made for other mods.
Last edited by r&r on Mon Mar 21, 2022 9:19 pm, edited 1 time in total.
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r&r
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Re: [SPRITES] Spriting Carnival!!

Post by r&r »

Updated Werewolf weapon and UI sheet.

Now with the werewolf head face hub, edited and from the Werewolf the last warrior game.

The grey rings are the howl shock waves projectiles sprites.
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TommyGalano5
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Re: [SPRITES] Spriting Carnival!!

Post by TommyGalano5 »

to finish the fight
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peewee_RotA
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Re: [SPRITES] Spriting Carnival!!

Post by peewee_RotA »

Hexen's Quietus had a few efforts to remove the flames, but I found a lot of problems. Many don't have widescreen. Those that do skipped a couple frames. So I ended up doing those frames for this too.

Here's a two handed quietus without flames, and an overhead slash frame.

I also added twohanded frame for the green flame as well.
queitussprites.png
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ShallowB
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Re: [SPRITES] Spriting Carnival!!

Post by ShallowB »

Doom 64 Caco! Should work in Doom pallet. Arms were borrowed from Amuscaria's Hierophant.

Image

Also here's one in original Doom colors:
Spoiler:
ThrashfanBert1994
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Re: [SPRITES] Spriting Carnival!!

Post by ThrashfanBert1994 »

ShallowB wrote:Doom 64 Caco! Should work in Doom pallet. Arms were borrowed from Amuscaria's Hierophant.

[imghttps://i.imgur.com/zZwPjIe.png/img]

Also here's one in original Doom colors:
Spoiler:
good job, i hope you do well on pain elemental. also, thank you for inspiring me on D64 classic style pinky
and btw, lets see how this addon goes for D64 for doom 2
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bimshwel
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Re: [SPRITES] Spriting Carnival!!

Post by bimshwel »

I always thought that the doom 64 cacodemon was based on the pain elemental design. Consequently that looks more like a regular doom-styled doom 64 cacodemon! I might have found 64 less jarring if its caco had looked like that.
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Re: [SPRITES] Spriting Carnival!!

Post by Gez »

ShallowB wrote:Doom 64 Caco!
Nice! Reminds me a bit of Enjay's cacomental mk2.
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nova++
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Re: [SPRITES] Spriting Carnival!!

Post by nova++ »

TommyGalano5 wrote:to finish the fight
complete halo remake in doom engine when
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DOOMPiter
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Re: [SPRITES] Spriting Carnival!!

Post by DOOMPiter »

The second damn time i've updated the Realm667 Plasma Leech sprite
(Credits: TSF. Whoever made the og Realm667 sprites)
Gluon Gun Doom1.png
"BOOMFWEEEEEOOOOOOOW-"
- Gluon Gun
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TheRailgunner
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Re: [SPRITES] Spriting Carnival!!

Post by TheRailgunner »

Image

Working on the Dark Bishop, the Dark Priest's bigger, badder cousin. Will likely serve as a Archvile or Pain Elemental replacement.

EDIT: Right, the lighter shade almost blends in with the forum's background color.
peewee_RotA
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Re: [SPRITES] Spriting Carnival!!

Post by peewee_RotA »

That looks really cool. Just wanted to mention that the Dark Bishop is a monster in Hexen in case that causes any name collision. It is listed as "bishop" in the scripts, but just in case.

https://doomwiki.org/wiki/Dark_bishop

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