Sonik.o.fan Posted May 22, 2023 1 hour ago, ViolentBeetle said: Have I gone blind or there's no download links, just pictures I need to cut myself? (Not that there's a problem with this, but I'd feel very stupid if there is and I'd waste my time re-doing it) You're right, bud - you'll need to extract each frame individually from the sheet in order to implement them in mod. The simplest and most effective decision of giving spriteworks to people, personally to me, since most of mod makers prefer to edit them a bit before using. 1 Share this post Link to post
YouAreTheDemons Posted May 22, 2023 11 hours ago, osjclatchford said: I decided to make some Blakestone style healths for doom: made the stimpack to match... Heres a zoomed in pic for those without a microscope: I think they have a bit of doom64 vibe to them and almost give it the feel of the quake1 medkits now... With that strap it could be good for a portable medkit sprite! 2 Share this post Link to post
osjclatchford Posted May 22, 2023 (edited) 2 hours ago, YouAreTheDemons said: With that strap it could be good for a portable medkit sprite! Exactly what I'm using them for. In my mod (Major Crisis), it plays like heretic as far as the health is concerned, stimpacks are just straight pickups, 10% as usual, but medkits are 25% inventory items. just like heretic's vials and flasks respectively. however, I make it so you can only carry four medkits around at a time and can only take one with you to the next level, so as not to break maps/playthroughs... anyway, Ive updated this a bit: new features include the zerk style stim and the q2 style stims both in regular and zerk style and also the green variant (adrenaline? I suppose...) I also did a q1 style megahealth in the doom colours, it's based on art by fuzzyblaze. the versions without straps are to be considered options or what they'd look like in your inventory (as thats how I use them :D ) The ones with the crosses on the top are only there as they were on the original medkits... consider them options... 6 Share this post Link to post
Ganbare-Lucifer Posted May 23, 2023 On 4/22/2023 at 12:24 AM, Ganbare-Lucifer said: ...So I was doing sprite edits for Popoi, Strength and Cotton, but got bored and dropped it. This was the progress I did. Some Popoi Progress I think 4 Share this post Link to post
Meowgi Posted May 23, 2023 On 7/5/2021 at 7:27 PM, Van Daemon said: Hi hello, I made this and am making a second and would love to use this if you are willing to provide it (you'd be credited of course) 9 Share this post Link to post
CherubCorps Posted May 24, 2023 (edited) Magician's assistant Heidi (Not too spicy, but just in case). Semi-Spicy. Spoiler 9 Share this post Link to post
Cardboard Marty Posted May 24, 2023 This was a TON of work, but I'm super happy with how this came out! Got a few more things to do before I consider it finished...! 28 Share this post Link to post
Desfar Posted May 25, 2023 (edited) Skulls to slap on beasties as needed for augments. Traced over Mino-bois from heretic, and colored for Hexen. Still not super jazzed with the 4/6 angle, but adding a secondary horn makes it feel too crowded. A 5 angle was non existent due to the hunched shape of the Mino, so I made one real fast. Its round shape will likely be hidden by half a monster torso anyways. Slapping it on a wingless death wyvern results in a borderline deathclaw. 6/8 Update Thought i was done with the attack frames, and remembered that simply flipping them wouldn't work due to the symmetry being off. So finishing up 6,7,8 right now. Edited June 8, 2023 by Desfar 30 Share this post Link to post
_sink Posted May 30, 2023 On 5/25/2023 at 6:56 PM, Desfar said: Question while I work on all movement rotations, how should this guy attack? my instinct is to have him shoot magic fire from his skull eyes magic stinging eyes lasering you like an archvile would be really cool. 2 Share this post Link to post
ViolentBeetle Posted May 30, 2023 On 5/25/2023 at 8:56 PM, Desfar said: my instinct is to have him shoot magic fire from his skull eyes, but I could just as easily go hell knight with magic hands magic eyes floowed by spray from hands. 0 Share this post Link to post
Solmyr Posted May 30, 2023 On 5/25/2023 at 2:56 PM, Desfar said: Question while I work on all movement rotations, how should this guy attack? hitscan eyes followed by magic hand swipes. 0 Share this post Link to post
Guff dotD Posted May 30, 2023 On 5/25/2023 at 1:56 PM, Desfar said: Question while I work on all movement rotations, how should this guy attack? This guy kinda looks like an upright Fiend from Quake. A dash attack would be cool, but hard to implement. 0 Share this post Link to post
Desfar Posted May 30, 2023 (edited) 3 minutes ago, Solmyr said: hitscan eyes followed by magic hand swipes. I was thinking railgun eyes, acceptable substitute? @Guff Likely can make the sprites for it. If the Maulotaurs from heretic are any example, all I need is its head lowered, and then the script spawns a few transparent images as it rams in, with a final sprite of it ramming its head upwards in a gore. Im gonna have to put alot of love into these 3-4 attacks styles. 0 Share this post Link to post
Solmyr Posted May 30, 2023 2 minutes ago, Desfar said: I was thinking railgun eyes, acceptable substitute? That's better, which color should they be? Red, gold, purple, or something else? 0 Share this post Link to post
Desfar Posted May 30, 2023 5 minutes ago, Solmyr said: That's better, which color should they be? Red, gold, purple, or something else? I may just make an overlay in grayscale, and convert that into a range of colors, as well as leave the template available for people if they wanna make their own variants. Seems easiest. 1 Share this post Link to post
ShallowB Posted May 31, 2023 Rainbow lasers, Metroid Hyper Beam style! 2 Share this post Link to post
gayzad Posted June 2, 2023 stanky prerendered 3d models!!!!!!!!!!!!!!!!!!!!!12e1f21r1111!!!!!1q111 1 Share this post Link to post
DΞLTΛ Posted June 3, 2023 (edited) On 5/26/2023 at 3:26 AM, Desfar said: Slapping it on a wingless death wyvern results in a borderline deathclaw Fallout: new doom when? 0 Share this post Link to post
ViolentBeetle Posted June 3, 2023 Teleporting Overlord from Realm667 It doesn't really do much in MBF21, but it is amusing. 3 Share this post Link to post
Shakariki Heisenberg Posted June 3, 2023 On 5/23/2023 at 2:10 AM, Meowgi said: Hi hello, I made this and am making a second and would love to use this if you are willing to provide it (you'd be credited of course) sigil burger 0 Share this post Link to post
HQDefault Posted June 4, 2023 These are the sprites I used for the pistols akimbo in my most recent WAD, using the weapon sprites from Rise of the Triad. I know people have already made sprite sets to bring ROTT's dual pistols into Doom, but I wasn't able to find a version I was particularly happy with so I just did it myself. Obviously you're welcome to use these if u like. 9 Share this post Link to post
Sonik.o.fan Posted June 7, 2023 I decided to make a little retake on Amuscaria's guns - this one is based on Napalm Launcher from him GIF is concept in action 25 Share this post Link to post
Burgish Posted June 8, 2023 On 5/25/2023 at 1:56 PM, Desfar said: 6/8 Update Thought i was done with the attack frames, and remembered that simply flipping them wouldn't work due to the symmetry being off. So finishing up 6,7,8 right now. I wish you pushed a new post for every update so I could like it more times - looking A+ Dee-Lux man! 2 Share this post Link to post
Desfar Posted June 8, 2023 2 minutes ago, Burgish_Nilwert said: I wish you pushed a new post for every update so I could like it more times - looking A+ Dee-Lux man! Once I finish the arms and flames (slow work day, so this is what I do on the side) I will post the complete broken down file. I really wish mapping came as easily as sprite work did. 2 Share this post Link to post
Desfar Posted June 8, 2023 (edited) Finally got the worst of the beast pumped out. I will likely revisit at some point to add the ram attack and the flame breath attacks. Some elements will need some additional polish, which I will have addressed when I get the new attacks. I just likely need to set this guy down for a little while so I don't get too fatigued. Good to use with credit, and if anyone wants to make improvements feel free. Just let me see them when you are done! DrakeHusk.zip Edited June 8, 2023 by Desfar 31 Share this post Link to post
Wo0p Posted June 8, 2023 (edited) Spoiler 8 minutes ago, Desfar said: Finally got the worst of the beast pumped out. I will likely revisit at some point to add the ram attack and the flame breath attacks. Some elements will need some additional polish, which I will have addressed when I get the new attacks. I just likely need to set this guy down for a little while so I don't get too fatigued. Good to use with credit, and if anyone wants to make improvements feel free. Just let me see them! Fantastic work! :D Lookin' real spoopy! And not to derail the thread with just a reaction, I'm currently making some additions (Shoulderguards/Recolour/Wounds) to a melee doom64 zambie (Melee conversion done by someone else [Will credit in final version cos I'm a lazy bum]): 4 Share this post Link to post
serecky Posted June 10, 2023 I'm testing out using 3D models to make the player sprites easier to make. The raw renders still need to be cleaned up after rendering, and colorized too, however. test image colorized w/ dpaint II 30 Share this post Link to post
kwc Posted June 10, 2023 @serecky That’s not a bad idea at all tbh, seems like a great way to experiment with new poses and get a closer-to-final result quickly. 1 Share this post Link to post
_sink Posted June 10, 2023 that is really cool! it looks a lot like the original clay model 0 Share this post Link to post
Desfar Posted June 10, 2023 to some extent, I wish we could get blender version of all the original models. Would make it SO much easier to create custom movements and actions 1 Share this post Link to post