[SPRITES] Spriting Carnival!!

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
User avatar
DOOMPiter
Posts: 220
Joined: Sun Nov 03, 2019 6:01 am

Re: [SPRITES] Spriting Carnival!!

Post by DOOMPiter »

...When will someone make a mod called "Too Many Beta Super Shotguns"? I made enough Beta SSG-Related edits for a full mod to be made about it at this point lmfao
DE_StormShotgun.png
(Credits: Eriance/Amuscaria)
You do not have the required permissions to view the files attached to this post.
User avatar
Bjecinst
Posts: 89
Joined: Fri Apr 19, 2019 11:22 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: Intel (Modern GZDoom)
Location: Q3DM17, The Longest Yard

Re: [SPRITES] Spriting Carnival!!

Post by Bjecinst »

welp, im in no way good at animation of human body shapes but i think i did pretty good franken-spriting together jump and crouch frames for karl/steve :D
Image
(if you guys wanna take a crack at animating the 3 other frames of the crouch (ie, crouch walking) then be my guest ^^)
Gez
 
 
Posts: 17728
Joined: Fri Jul 06, 2007 3:22 pm

Re: [SPRITES] Spriting Carnival!!

Post by Gez »

Now we need the dancing animation.

You know, that one:
Image
EmperorGrieferus
Posts: 85
Joined: Wed May 31, 2017 5:39 am

Re: [SPRITES] Spriting Carnival!!

Post by EmperorGrieferus »

Today, I found some stock flame animation frames and decided to draw them for OSJC's torches.
Feel free to toy around (And doomify it, since I'm too lazy).
You do not have the required permissions to view the files attached to this post.
User avatar
Xim
Posts: 2059
Joined: Fri Feb 20, 2009 2:46 pm
Location: Somewhere with trees

Re: [SPRITES] Spriting Carnival!!

Post by Xim »

Thought I'd share my edit of the civilian guy. I had the idea of making each part of him more easily recolored. I was making my own game and I did this for the NPCs too.



And here it is in the doom palette
Spoiler:
And the standalonegame ipk3 palette
Spoiler:
You should be able to recolor the palette versions with the "Translation" property, for example, you can try something like: Translation "160:167=9:12", "0:0=5:8", "48:79=64:79", "112:127=240:247", "192:207=96:111", "240:247=5:8", and have a new looking character with the same sprite. You should still be able to translate to RGB colors too. So something like Translation "160:167=[128,64,0]:[0,0,0]", "48:79=[204,174,140]:[57,43,26]", "112:127=[0,64,128]:[0,28,55]", "192:207=[0,202,202]:[0,53,53]", "240:247=[0,47,47]:[0,10,10]" should work too.
User avatar
Enjay
 
 
Posts: 26441
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: [SPRITES] Spriting Carnival!!

Post by Enjay »

Looking good there. More civilians = good IMO.
Xim wrote:You should still be able to translate to RGB colors too.
As I understand it, if a translation is specified, the game will effectively fit the sprite to the Doom (or game) palette forst, otherwise it has no way of knowing which indices to map to which colour. The colours they are mapped to can still be any colour, of course.
User avatar
Xim
Posts: 2059
Joined: Fri Feb 20, 2009 2:46 pm
Location: Somewhere with trees

Re: [SPRITES] Spriting Carnival!!

Post by Xim »

You may be right, regardless you can still get a pretty decent variety of recolors from it. Here's a quick example I put together.
You do not have the required permissions to view the files attached to this post.
User avatar
Enjay
 
 
Posts: 26441
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: [SPRITES] Spriting Carnival!!

Post by Enjay »

Oh, absolutely. I merely meant that, for translations, the fact that the sprite is in RGB isn't that much of an issue (provided the colours convert well to a good range in the game palette). You can convert that range to almost limitless* colours though.

*the main limit being how many colours are in the "from" range, because that's how many colours it can be translated to.
User avatar
Dr_Cosmobyte
Posts: 2581
Joined: Thu Jun 04, 2015 9:07 pm
Location: Killing spiders.

Re: [SPRITES] Spriting Carnival!!

Post by Dr_Cosmobyte »

ThrashfanBert1994 wrote:heres the sniper rifle based off the combo from doom ii RPG
Looks great, i just wanted to point out to you i'm not using that nick anymore. Also, Sgt. Shivers had a significant part on that centered Doom 3 SMG, so his name would be needed in there too.

:thumb:
User avatar
Craneo
Posts: 239
Joined: Sat Jun 22, 2019 9:12 am
Graphics Processor: Intel (Modern GZDoom)
Location: Inside a crate in E2M2

Re: [SPRITES] Spriting Carnival!!

Post by Craneo »

Image
"Nicknamed "Cacosaw" by UAC Marines and other Survivors, this weapon is actually not an actual Cacodemon (not a common one atleast) but rather a Hellgrowth-Caco hybrid of very cowardly nature, who has taken the appareance of a Chainsaw in order to feed itself off the blood of whatever gets killed with it, it's blades are not such but rather almost metallic hardened teeth that spin at high speeds, they also deal plasmatic damage, similar to the Cacodemon's projectile attack, one must be careful when handling such an entity as we at the UAC research facility do not know whenever this living being can or not corrupt or harm it's user."
Credits (some names could be wrong or miscredited, sorry...): Amuscaria (?), Hidfan, Zrrion the Insect, Vader(?)
User avatar
RKD
Posts: 121
Joined: Sat Mar 19, 2022 9:52 am
Location: Argentina

Re: [SPRITES] Spriting Carnival!!

Post by RKD »

B-but... why??

I admit it's hilarious, tho.
User avatar
Craneo
Posts: 239
Joined: Sat Jun 22, 2019 9:12 am
Graphics Processor: Intel (Modern GZDoom)
Location: Inside a crate in E2M2

Re: [SPRITES] Spriting Carnival!!

Post by Craneo »

RKD wrote:B-but... why??

I admit it's hilarious, tho.
I had the idea while out on a walk thinking about DRLA's Commando class and how it's melee based, and how like, what kind of melee weapons it could have, at first I thought a "holy chainsaw" type thing, but found that one more difficult to do, so I thought maybe a "demonic chainsaw", but felt like a "dark chainsaw" would be somewhat generic and boring, then I thought it could be alive, like some sort of living flesh chainsaw, and that's how it came to be.
peewee_RotA
Posts: 315
Joined: Fri Feb 07, 2014 6:45 am

Re: [SPRITES] Spriting Carnival!!

Post by peewee_RotA »

Craneo wrote:I had the idea while out on a walk thinking about DRLA's Commando class and how it's melee based, and how like, what kind of melee weapons it could have, at first I thought a "holy chainsaw" type thing, but found that one more difficult to do, so I thought maybe a "demonic chainsaw", but felt like a "dark chainsaw" would be somewhat generic and boring, then I thought it could be alive, like some sort of living flesh chainsaw, and that's how it came to be.
Seems both necessary and proper. Carry on.
User avatar
bimshwel
Posts: 655
Joined: Tue Jul 15, 2003 5:15 pm
Location: misplaced

Re: [SPRITES] Spriting Carnival!!

Post by bimshwel »

The serpent staff in Hexen appears to be alive, might as well have a whole living arsenal.
User avatar
RKD
Posts: 121
Joined: Sat Mar 19, 2022 9:52 am
Location: Argentina

Re: [SPRITES] Spriting Carnival!!

Post by RKD »

Craneo wrote: I had the idea while out on a walk thinking about DRLA's Commando class and how it's melee based, and how like, what kind of melee weapons it could have, at first I thought a "holy chainsaw" type thing, but found that one more difficult to do, so I thought maybe a "demonic chainsaw", but felt like a "dark chainsaw" would be somewhat generic and boring, then I thought it could be alive, like some sort of living flesh chainsaw, and that's how it came to be.
That was a grandoise chain of thoughts. You convinced me this needs to be properly implemented.

Now, should its eye be flipped, to give the impression it's looking upwards instead of directly facing the player? Serious question. :geek:

Return to “General”