[Project]Hexen II Monsters

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ShadesMaster
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Re: [Project]Hexen II Monsters

Post by ShadesMaster »

Yeah that's it - and imho it's shaped like the Microscopic Hydra moreso than an octopus. The sprite's body should be more cylindrical, and it's tentacles coming from one end.

The SKULL WIZARD - now THAT'S shaping up to be pretty sweet. :D
CaptainToenail
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Re: [Project]Hexen II Monsters

Post by CaptainToenail »

There you go Ghastly :)

Image

The rest of the death animation does not require the skull to be pasted on, you can use the existing sprites, also, there's no way I'm pasting the shoulder pads on you can forget it!

Edit: just noticed there's some white spaces on the '5' back rotations I missed

Oh, and also, you might want to call A_Chase more often to make the wizard's movement smoother, and maybe some A_FaceTarget when they teleport
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Tormentor667
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Re: [Project]Hexen II Monsters

Post by Tormentor667 »

Toenail, that one's porn! :)
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Ghastly
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Re: [Project]Hexen II Monsters

Post by Ghastly »

Thanks Toe! I'll slap them in a wad, then make the Shadow Wizard. :D

@CodenniumRed: Close enough, it's a horizontal squid-like thing.

@Leileilol: It'll look fine when scaled.
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Vegeta(dw)
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Re: [Project]Hexen II Monsters

Post by Vegeta(dw) »

Hey that looks good. I think we could add the tome of power between both hands, and floating in the air behind the energy ball the wizard cast on the attack frames. It wouldn't be really much of a trouble as the tome already has rotation frames.
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Amuscaria
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Re: [Project]Hexen II Monsters

Post by Amuscaria »

Vegeta(dw) wrote:Image
That's actually a Squid, albeit missing 5 limbs.
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Rolls
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Re: [Project]Hexen II Monsters

Post by Rolls »

I made a octopus, not an squid...
I can edit the body to convert it in a squid
CaptainToenail
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Re: [Project]Hexen II Monsters

Post by CaptainToenail »

Is this ok for the golem's jewel'd forehead?

Image
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Ghastly
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Re: [Project]Hexen II Monsters

Post by Ghastly »

Perfect edit, wrong golem. :P

You put it on the Stone Golem, but I'll copy/paste it onto the Iron Golem. Thanks! :D
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leileilol
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Re: [Project]Hexen II Monsters

Post by leileilol »

Ghastly_dragon wrote:@Leileilol: It'll look fine when scaled.
No it wouldn't. It would be an inconsistent, pixel picking enemy that will be hard on the eyes.
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Ghastly
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Re: [Project]Hexen II Monsters

Post by Ghastly »

leileilol wrote:No it wouldn't. It would be an inconsistent, pixel picking enemy that will be hard on the eyes.
Any better ideas, sprites or bases? :P
CaptainToenail
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Re: [Project]Hexen II Monsters

Post by CaptainToenail »

Perfect edit, wrong golem.
Ah woops! :x

You might want to darken the jewel too, if it stands out too much.
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Amuscaria
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Re: [Project]Hexen II Monsters

Post by Amuscaria »

You can still used the model rips as bases, but it will take extensive editing to make it look smooth as game sprites. With that much time spent editing a sprite, it would probably be faster to just edit a existing heretic monster, like you did now, or draw a completely new one.
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printz
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Re: [Project]Hexen II Monsters

Post by printz »

Rolls wrote:The problem is that the creature looks like an alien demon for Doom instead of a Kraken for HeXen :?
Doom? Doom? No. Look at how the mouth is animated, the tentacles and the texturing. It's really Strife. A Strife-type Spectral Alien.

Scaling can be done, and while it looks bad scaled in Doom, it doesn't look bad any more scaled in the picture editor.

Paste Daedolon feet and robe on the wizard. Use a tome of power to draw them a weapon.
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ShadesMaster
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Re: [Project]Hexen II Monsters

Post by ShadesMaster »

True, 'cause the Skull Wizards don't fire like the Bishops. It's shaping up nicely though. As for Golems, I WOULD recommend scaling - though a sprite edit to include an attached helm, shoulder pads and skirt would look nice. It's actually part of the creature, he doesn't wear that stuff....

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