MrFlibble Posted December 31, 2015 All of those are simply awesome! :) This certainly adds a unique character to the game. Maybe the left part of the health bonus could be made more symmetrical, something like this? or maybe Also the central part of the armour bonus seems very bright to me. Perhaps the red could be replaced with a different colour (bight blue maybe)? 0 Share this post Link to post
raymoohawk Posted December 31, 2015 i am not interested in doing more changes to the health bonus. i have updated the armor bonus so it is less shiny 0 Share this post Link to post
Nikita_Sadkov Posted December 31, 2015 Amazing sprites! You're genius artist. 0 Share this post Link to post
MrFlibble Posted January 1, 2016 Thanks! Do you plan to redo other pickup sprites as well? 0 Share this post Link to post
raymoohawk Posted January 1, 2016 not for now, i am going to work on my monsters again, tho i just added a new rocket and rocket box 0 Share this post Link to post
MrFlibble Posted January 2, 2016 raymoohawk said:tho i just added a new rocket and rocket box Just wow. There's an amazing level of detail to your sprites. Great work! On another note, the current PSRTA0 pickup sprite has a relatively low height, which reduces its visibility. It may get obscured by monster corpses and is generally not easy to notice. Comparison: https://github.com/freedoom/attic/blob/master/sodaholic/sprites/pstra0.gif?raw=true https://github.com/freedoom/freedoom/blob/master/sprites/pstra0.gif?raw=true Would be nice if you could make a better version, either based on Maz Hades' work or on the old pickup designs from Freedoom. Or maybe something entirely original altogether? 0 Share this post Link to post
raymoohawk Posted January 2, 2016 i've actually been trying to trow together a new version. i really like the mazmon version, but i havent been able to resize it in a way that looks good 0 Share this post Link to post
MrFlibble Posted January 2, 2016 Maybe position the vial vertically and turn the head-shaped plug so that it "sits" on the top of the vial like on its neck? 0 Share this post Link to post
raymoohawk Posted January 3, 2016 just added a new berserk pack, its supper ambiguous in design, but it is the correct size 0 Share this post Link to post
MrFlibble Posted January 3, 2016 I think it's cool. There's a lot of red, but considering that it heals the player to 100% and adds a red haze the appearance of this powerup is consistent with its effects. 0 Share this post Link to post
raymoohawk Posted January 3, 2016 so what do yall think, are these good to add? 0 Share this post Link to post
MrFlibble Posted January 3, 2016 Well, I said that already and I'll repeat that all these are excellent and an obvious improvement over the older assets they are intended to replace. 0 Share this post Link to post
raymoohawk Posted January 4, 2016 added a new colua0 inspired by cwolfru's style 0 Share this post Link to post
MrFlibble Posted January 4, 2016 Very cool design! But the top part of the column seems to be cut, is that supposed to be like that? 0 Share this post Link to post
Blastfrog Posted January 4, 2016 raymoohawk said:added a new colua0 inspired by cwolfru's styleThis sprite is excellent. :D 0 Share this post Link to post
raymoohawk Posted January 10, 2016 thanks soda just updated the suita0 slightly 0 Share this post Link to post
MrFlibble Posted January 10, 2016 DMGUYDZ64 said:http://orig04.deviantart.net/3b70/f/2016/010/9/c/suita0_by_raymoohawk-d9neyu0.gif I'm getting an Alien vibe from it for some reason. 0 Share this post Link to post
raymoohawk Posted January 11, 2016 updated cwolfru's fcan and ceye so they are the correct size also edited the small and big trees to have more volume 0 Share this post Link to post
MrFlibble Posted January 13, 2016 The new trees are simply amazing. I love how you add so much detail to the sprites. 0 Share this post Link to post
raymoohawk Posted January 13, 2016 thanks mr fibble :) just simplified the stima0 a bit more EDIT added a new cell and celp 0 Share this post Link to post
MrFlibble Posted January 20, 2016 I just checked the recent build. The new pickups are awesome, and the clip Maz did works great in the game (I was kinda concerned it was very tiny). However, I noticed that in MAP01 the floor lamps appear to hang from the moving platforms' ledges: I'm unsure if this is related to the sprite offsets or to their position on the map though. (NOTE: The Kulak face and the pistol are not yet parts of the new build, I just loaded these as PWADs when testing.) Otherwise, all the new stuff is a definite improvement over previous versions. BTW [b]raymoohawk[/]b, I think you found a great art style for tech items with the new pickups and especially the floor lamp. Perhaps you would consider doing your magic on some switches too? I've always felt this one could use some improvement: 0 Share this post Link to post
raymoohawk Posted January 20, 2016 a lot of the sprites i commited need offset correction, i fixed most of them, but some of them like the colua0 and canda0 still need correction and just thinking about doing that tedious task of offset correction depresses me about that texture, yeah its horrible, i may give it a try, but i'd much rather focus on my monsters 0 Share this post Link to post
raymoohawk Posted January 20, 2016 those are great maz! but the lights needs to be more pallete friendly, the detail is lost in the top light 0 Share this post Link to post
Maz Hades Posted January 20, 2016 Yeah, pity about that. Here's a Doom palette-friendly version 0 Share this post Link to post
raymoohawk Posted January 20, 2016 they still look real good! about the pallete i sometimes wish we would make a new pallete that consisted of more vibrant versions of the same colors, such that it wouldnt break compatability, but would make everything look more alive 0 Share this post Link to post
andrewj Posted January 20, 2016 raymoohawk said:a lot of the sprites i commited need offset correction, i fixed most of them, but some of them like the colua0 and canda0 still need correction and just thinking about doing that tedious task of offset correction depresses me What needs correcting? I will do some correcting and make a pull request. 0 Share this post Link to post
raymoohawk Posted January 20, 2016 thanks andrew, off the top of my head the sboxa0 is floating about a pixel or two, and the canda0 and colua0 are a litle buried, so they look like they are sliding, they are the same height as the doom versions so this isnt a problem with size. theres more sprites that need correcting, but i'll check them out when i wake up 0 Share this post Link to post