High Quality Animations Project

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Sergeant_Mark_IV
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High Quality Animations Project

Post by Sergeant_Mark_IV »

During the HD Sprites project, I was looking at the Revenant sprites, and I noticed that he has 6 frames for his see state. This intrigued me. I always noticed that some monsters had smoother animations, but I never knew how to explain it before. Then for some reason, I remembered about the Earthworm Jim HD remake. It doesn't has uber detailed HD sprites and uses textures filters just like GZdoom to make things look nicer, but it has more sprites, and these extra sprites makes the animations look much better and more fluid, greatly adding to the visuals of the game. I noticed that by just adding 2 or 3 frames for each animation improves them sightly.

This project is to make all animations more fluid. This video will speak for itself.


Some comparisons of the HD Animations vs original animations.
Image vs Image

Image vs Image

Of course, these sprites will be free to be used on everyone's projects.
I'm probably gonna need help to make all monsters have smoother animations. Mostly help by tweaking some already existing stuff. Any sprite artists up to lend a hand?

Alpha 2 download:
http://www.mediafire.com/?xe1jjehko44eo94
Last edited by Sergeant_Mark_IV on Sat Mar 16, 2013 6:35 pm, edited 1 time in total.
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XutaWoo
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Re: High Quality Animations Project

Post by XutaWoo »

Okay, this one has my full-on support for actually being feasible and looking goddamn amazing. :thumb:

While some of the animations look jarring at first, it's just because I'm used to the choppiness. Each time I watch the video, I think it looks better and better. So, yeah, great job so far!

Though, are the imps incomplete? It's rather jarring when they jump back to their walking frames from their attack frames, especially when the other monsters showcased don't have that problem at all.

Edit: No wait I'm blind durr hurr.
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Ctrl+Alt+Destroy
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Re: High Quality Animations Project

Post by Ctrl+Alt+Destroy »

This thread has won my support. Great work so far. :D
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Captain Ventris
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Re: High Quality Animations Project

Post by Captain Ventris »

Yep, messing with the frame durations is gonna make this look truly excellent.
Ribo Zurai
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Re: High Quality Animations Project

Post by Ribo Zurai »

That looks good, it seems we had enough HD sprite projects for now. Larger animations sounds much better.
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Springy
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Re: High Quality Animations Project

Post by Springy »

Fantastic work Sarge! I think we really needed smoother monster animations (we have Perk's for weapons so why not monsters). I'm glad someone's finally taken to create something like this.
mistrneb
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Re: High Quality Animations Project

Post by mistrneb »

Goddamn you make the best shit.

Keep this up, this would look great with the smooth weapon animations too.
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ibm5155
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Re: High Quality Animations Project

Post by ibm5155 »

Great project,well I think this project´ll have +-40 or 80mb maybe, but it´s a little file these days...

e se botar isso no brutal doom como um addon, *_*
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Sergeant_Mark_IV
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Re: High Quality Animations Project

Post by Sergeant_Mark_IV »

http://www.mediafire.com/?5pxmmymblr9q6w3

Here is what I have done so far. Some new frames only have one side yet. If anyone wants to poke at some sprites, change tic duration of some frames, go ahead.
Also, never mind the new gibs. They are just placeholders.
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Armaetus
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Re: High Quality Animations Project

Post by Armaetus »

You have my support on this one too.
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Xtyfe
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Re: High Quality Animations Project

Post by Xtyfe »

I'm not sure how I feel about this, sure it looks smoother now but they look silly at the same time. Its a good start, but needs more work to be comparable to the smooth weapons we already have.

Might I suggest one other thing? Missing rotations!! That would fully compliment this
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Doom64hunter
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Re: High Quality Animations Project

Post by Doom64hunter »

Zombieman and Demon look great, they can stay as is.

The imp however moves strangely.
Firstly, the wobbling isn't very noticeable in game, which is a good thing. Instead, the problem is that it seems to be ice-skating rather than walking., which seems to be caused by it animating too slowly when compared to its walk speed.

Secondly it shouldn't retract its arm like that after throwing a single fireball. It looks more like it's pulling it back in order to shoot a second one, which makes it look strange when it does nothing in the end.
It looks good when scratching though. (Or if someone were to make a imp that doesn't stop firing until you're out of sight).
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Sergeant_Mark_IV
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Re: High Quality Animations Project

Post by Sergeant_Mark_IV »

Xtyfe wrote:Its a good start, but needs more work to be comparable to the smooth weapons we already have.
Perk's weapons frames lasts 3 to 5 tics (exept Chaingun wich has 1 tic per frame)
The monster's animations have 3 tics each frame.
I think its smooth enough.
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Blox
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Re: High Quality Animations Project

Post by Blox »

He's speaking of kinetic correctness, not smoothness. (It looks silly that zombies turn their torsoes but not their legs when firing. (They do turn, but instantaneously) Which looks incredibly awkward.)
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DOOMERO-21
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Re: High Quality Animations Project

Post by DOOMERO-21 »

nice... i saw weapons smooth sprites, but never apply to monsters, good luck on that.

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