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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. vs
vs
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?
Okay, this one has my full-on support for actually being feasible and looking goddamn amazing.
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.
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.
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.
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
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).
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.
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.)