Wereknight Posted October 28, 2016 bump. Doctors have found some "health issues"... well I'm still there until Nov, 16... Jesus why... I'll continue to work on stuff. 0 Share this post Link to post
Voros Posted October 28, 2016 Cool that your back for now. Too bad you've been delayed for joining the military. 0 Share this post Link to post
Wereknight Posted November 1, 2016 http://imgur.com/a/5ajlC - I've worked on this for couple of days. Now I'm ready to re-do Dead Flare again. 0 Share this post Link to post
Xindage Posted November 2, 2016 i still prefer green flaming skulls heh 0 Share this post Link to post
Wereknight Posted November 2, 2016 - well, yup, flare is a drone now. - btw if you'll look at second one you'll find a brain... 0 Share this post Link to post
YouAreTheDemons Posted November 3, 2016 Aww, I preferred the older one. It looked so unique, and wasn't generic or bland. 0 Share this post Link to post
raymoohawk Posted November 3, 2016 cwolf that looks real good! the previous version didnt look like anything to me, but these new drone flare is freakin great :) 0 Share this post Link to post
Wereknight Posted November 3, 2016 - 4 done, one more to go. Then I'll be able to do animation. EDIT: EDIT - here you go. Now the hardest part... 1 Share this post Link to post
Voros Posted November 3, 2016 CWolf said:http://i.imgur.com/7G9YmQt.png - here you go. Now the hardest part... <3 This is excellent! Is the hardest part the fire or the death? I'm guessing the latter. 0 Share this post Link to post
Xindage Posted November 3, 2016 i wonder how he is going to fit a pain state in this guy. (sad face?) 0 Share this post Link to post
Wereknight Posted November 3, 2016 Voros said:<3 This is excellent! Is the hardest part the fire or the death? I'm guessing the latter. Death. I dunno it should explode or de-materialise like D3 demons... 0 Share this post Link to post
Dragonfly Posted November 3, 2016 Protox said:i wonder how he is going to fit a pain state in this guy. (sad face?) Have the eyes glow a very bright red, head leaning down a little. 0 Share this post Link to post
Wereknight Posted November 3, 2016 - well, it's done, now I need to crop it and do test .wad for it. 1 Share this post Link to post
Wereknight Posted November 4, 2016 https://www.dropbox.com/s/fl67vqikgv2rz4q/FlareTest.wad?dl=1 flare ready, I think... might to need some .DEH work for turning full bright off. 0 Share this post Link to post
Voros Posted November 4, 2016 I see what you mean. But why not make the white parts more darker? Spoiler Sidenote: if this gets added, it won't work very well with the Deadflare ball, for obvious reasons. 0 Share this post Link to post
Wereknight Posted November 4, 2016 Voros said:I see what you mean. But why not make the white parts more darker? Spoiler Sidenote: if this gets added, it won't work very well with the Deadflare ball, for obvious reasons. 1) By design. 2) Yeah I know. Remember that platform that I tried to present as possible Mastermind? 0 Share this post Link to post
Voros Posted November 4, 2016 By design? I think you have no choice, but to lower the intensity of the white portions of this deadflare, to make it look more natural with fullbright. The one with the metal heart? Not sure how that would be not cool or fitting for Freedoom. I thought it was an excellent idea, although a bit creepy. I just meant that the Deadflare ball clearly shows fredrik's deadflares. To see the ball suddenly spawn your deadflare wouldn't make sense, graphically. 0 Share this post Link to post
Wereknight Posted November 4, 2016 ... maybe. Link updated. Flare's darker now. 0 Share this post Link to post
raymoohawk Posted November 4, 2016 @voros it doesnt have to be added immediatly you know. anyways i have slowly been working on a pain elemental and i think it fits well with cwolf's new dead flare 0 Share this post Link to post
Voros Posted November 5, 2016 raymoohawk said:@voros it doesnt have to be added immediatly you know. Didn't say it had to. 0 Share this post Link to post
Wereknight Posted November 5, 2016 Let's say it's for weapons... partially. What I've done... 0 Share this post Link to post
Wereknight Posted November 7, 2016 hand will wait a bit. Romero head WIP. 0 Share this post Link to post
Dragonfly Posted November 7, 2016 It's not normal for someone to clench their fist half way through already swinging a punch. The hand also looks very weird when it clenches. I think part of the reason it looks so weird is how the rest of the punch animation is so smooth, but the 'clenching' and the movement of the glove are instant - 1 frame long. Aside from that, looks awesome. 0 Share this post Link to post
Fonze Posted November 7, 2016 Dragonfly said:It's not normal for someone to clench their fist half way through already swinging a punch. Yes it is; it is another of the small, insignificant-seeming motions which adds power to a punch, same as turning your hand mid-swing. As for the fist sprites themselves here; I think the look fine, pending seeing them in-game. Though perhaps what it is that looks strange is the timing of clenching the fist; perhaps the fist should be clenched just slightly before where it is currently in the order of things. Idk, either way, nice work! 0 Share this post Link to post
Wereknight Posted November 7, 2016 - 50% of work are done. EDIT: Done. So I can go sleep now 0 Share this post Link to post
andrewj Posted November 7, 2016 The hands look great, but the animation is poor. Hand should clench immediately, and also the forearm should rotate as it goes out (anticlockwise) since right now it looks more like someone reaching out to grab a chocolate. Romero head looks really good too, shame most people won't see it unless they idclip around the final map :) 0 Share this post Link to post
raymoohawk Posted November 8, 2016 i think sodaholic suggested not making a traditional icon of sin map, so maybe the head could be exposed 0 Share this post Link to post
Voros Posted November 8, 2016 raymoohawk said:i think sodaholic suggested not making a traditional icon of sin map, so maybe the head could be exposed Yes he did.Blastfrog said in the general consensus of Freedoom thread: The final level of phase 2 would take place inside this [ancient] being and should be a completely different gimmick than raising a lift and shooting rockets. Perhaps have a series of switches you have to activate that temporarily expose the boss's weakpoint, and use the Keen actors as destructible shielding that you have to gradually widdle down to get to the Romero head. @cwolf try angling the punch frames by 1-3 degrees anticlockwise, so that it'll look more natural ingame. Eg first frame: 1 degrees anti-clockwise Second frame: 2 degrees anti-clockwise Third frame: 2/3 degrees anti-clockwise Etc Spoiler Something like skelegant did on Zdoom: You get the idea. And yeah, what others said about the clenching fist part. 0 Share this post Link to post
HorrorMovieRei Posted November 9, 2016 To be honest, I don't like this new fist sprite. The hand looks too veiny, and together with the pale skin tone, makes it look like a dried up corpse. I do like the new Romero head however. I also really like the idea of not having a traditional IoS fight. Maybe we could make it so, in order to expose the head, you have to shoot at some commander keens(the fat lizards in glass tubes). I mean, the lizard keens fit well with the rest of the enemies, so we don't need to use them only in the secret maps. 0 Share this post Link to post
AxelMoon Posted November 10, 2016 I'd go for shootable switches that lower down the head for a short bit of time, then it'll go back up. 0 Share this post Link to post