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Share Your Sprites! (spammy posting split)
Dragonfly replied to Crankywankynarancia's topic in Mods & Resources
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Share Your Sprites! (spammy posting split)
Dragonfly replied to Crankywankynarancia's topic in Mods & Resources
Seems my advice fell on deaf ears. -
Share Your Sprites! (spammy posting split)
Dragonfly replied to Crankywankynarancia's topic in Mods & Resources
You misunderstand. They mean gain an understanding of 3D perspective, not literally render in 3D. Since doom guns should aim at the center of the screen, using a centerd 1-point perspective / "vanishing point" perspective is ideal, use youtube videos such as this one to learn, then apply that technique to drawing a gun. -
Share Your Sprites! (spammy posting split)
Dragonfly replied to Crankywankynarancia's topic in Mods & Resources
I can start talking about it, but it's not... overly positive responses. First, the elephant in the room... Yes, that's a poor size-joke, deal with it - These sprites are exceptionally oversized compared to what would appear in game. See the below screenshot comparing the scale of your sprites to the ones actually used in game: As you can see, yours is enourmous. Below I'm scaling it down to be as close to the BFG in size as I can, for demonstration purposes: Which then highlights my next critique with the sprites you've posted. They're very blurry, as though you've taken a base gun of someone elses work or from another game, scaled them up in <image editor of choice> and then used a smear tool on them. Take a closer look at the original sprites for a reference, you'll notice that they're all quite crisp, with well-defined edges and care/attention applied to light sources (which should be easy in the original case to be fair, as they started as photographs that then had the hand-pixelling care applied afterwards). I've done a veeeery lazy/speedy edit below to try and sharpen things up by doing manual edits etc, and (again, lazily) ensured that there's no anti-aliasing around the edges so that it can work in the Doom engine. Lastly I've converted it to the Doom Palette. Here it is, hope that helps explain what I mean: -
If Lego were to make sets after classic doom maps, what sets wouldja like to see?
Dragonfly replied to Johnny Cruelty's topic in Doom General
Abyssal Speedmapping Sessions, session 52 utilised lego textures. 👍 https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/abyspe52 -
"ABYSS OF TIME" -- My upcoming sophomore album OUT NOVEMBER 3RD
Dragonfly replied to Jimmy's topic in Creative Works
Looking forward to the full release! T'was a joy to contribute angry people sounds. :) -
Box Doom - Community Project [19 SLOTS OPEN]
Dragonfly replied to randomsounds01's topic in WAD Releases & Development
I made a thing. Get it here: https://www.dropbox.com/scl/fi/1ek2smemnopa23begx1m5/DF-Box.wad?rlkey=beezyurnkjzt06liug6gzss68&dl=1 Name: "Prism" Slot: I don't care what slot it goes in, though it should probably be earlier since it's easy. If it goes later, just replace the non-chaingunners with hell knights / barons or something. -
I'm having a hard time making OTEX work.
Dragonfly replied to St. Mildly Annoyed's question in Editing Questions
You have slade open in your screenshot. Is OTEX open in SLADE, or any other programs? That is what the error's complaining about after all. -
Then take some time to word it better; because your posts stink of "fuck the authors" with their current wording. Please also take this to another thread, thanks. 👍
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The palette's fair game, go for it! 👍 Edit for clarity: Ensure mention of Eviternity in your credits file(s); if you're looking to be more specific, credit me for the PLAYPAL and @ukiro for the COLORMAP
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*Decrepitude, actually. That is by definition: The state of being decrepit. Thanks for sharing your opinions, but I think my selection skills in MIDI are perfectly appropriate for the scenery I've placed them in (on maps where I chose the MIDIs, that is; though the other maps are appropriately matched too, imho). I also think keeping the colour palettes in check, avoiding excessive neon / rainbow vomit within the maps remains a good decision - and was something that was actively worked towards and reiterated on over time, rather than an excessive smattering of random colour. 👍
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Sprawl - retro style FPS inspired by Ghost in the Shell and Neuromancer running on Unreal Engine
Dragonfly replied to Slipgate Tourist's topic in Everything Else
Having beaten Sprawl over the course of the weekend, I can say it's a fantastic game well worth it's price tag. Good work to all involved, y'all made a great game! -
Then don't use it. You have agency over your own actions.
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New to Classic DOOM? Read this tutorial for help!
Dragonfly replied to Doomkid's topic in Doom General
Valid comments; yeah, maybe I overstepped on what mod means, but from my perspective it's "a map / maps / wad / megawad / etc" when it's just levels or light modding (e.g. new enemies), and a "mod" when the gameplay gets drastically changed, e.g. Reelism; which essentially falls into what Xaser said above. Square was definitely a bad example in this case - I happened to read it somewhere else on the forum today so it was at the forefront of my mind when writing that post, heh. I suppose an "entirely new game" is the logical extent to which you can mod doom, but at that point it is, as was said, underselling the amount of work that goes into such endeavours. My bad! -
New to Classic DOOM? Read this tutorial for help!
Dragonfly replied to Doomkid's topic in Doom General
WAD: "Where's all the data" format, it's essentially like a "zip file for your doom assets", inside here will be levels, graphics, music, etc etc. Mod: a more nebulous term, mod generally is used to refer to anything that modifies a game, but in Doom specifically, a mod is essentially a more full-on series of changes to the game to make it play very differently, or even appear as a different game or it's own new game entirely. For example, The Adventures of Square might be referred to as a mod. Map: A singular level. Most WADs contain Maps. 👍 "Vanilla" refers to a game as it was released, in doom's case, that means the original doom or doom 2 games that ran on DOS. If something is "Vanilla compatible", that means it will work on the original game's release, and wouldn't require a source port such as GZDoom. Hope this helps!