Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Shino1

Members
  • Content count

    65
  • Joined

  • Last visited

2 Followers

About Shino1

  • Rank
    Mini-Member

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Shino1

    Blasphemer discussion

    Nice, thanks a lot! Projectile sprites look great honestly. But I'm gonna have to edit the attack frames a bit to resize them - Undead Warrior is 78 units tall, which is why my version is also taller than the default "Dark Soldier" sprite too.
  2. Shino1

    Blasphemer discussion

    He's meant to be a vampire who shoots magic vampiric projectiles, which I guess makes sense because the stronger projectile spawns blood splatters (which can get pretty visible if you're using a gore mod like NashGore). So that means I will need to redo the attack frames but honestly, current Dark Soldier attack animation is somewhat lackluster anyway, it's just a weak arm swing that's barely visible from the front. Oh thanks, I will keep that in mind!
  3. Shino1

    Blasphemer discussion

    Yeah, I also think it's a big improvement. Final tweak: I improved shading a bit and I like this version.
  4. Shino1

    Blasphemer discussion

    Are you referring to the new tweaked version? Because I did make it less colorful.
  5. Shino1

    Blasphemer discussion

    Thanks! If you have any feedback on how I could improve it, I will be happy to listen. Also the black one isn't really from the Attic, this is still the current version of FD Revenant replacement. There's push to replace that sprite with Octaminator, but this still hasn't happened due to some opposition. Which is part of the reason why there's need for a replacement, since it would be confusing to someone playing both Blasphemer and Freedoom why two entirely different monsters look so similar. EDIT: Okay, I tried polishing it up a bit based on feedback I got in the Freedoom Discord.
  6. Shino1

    Blasphemer discussion

    Vampire warrior, frame A1. Is this ok and should I do rest of frames like this?
  7. Shino1

    Line specials don't work?

    Huh. Yeah, I quickly edited the sample to remove monsters, and turns out that fixed it. You're right, ceiling was too low. Thanks!
  8. Shino1

    Blasphemer discussion

    Oh wow, yeah, this is amazing!
  9. Shino1

    Line specials don't work?

    For reasons I don't understand, line specials for lowering floor heights randomly stopped working in a Freedoom map I'm tweaking. It works correctly in GZDoom, but not in Chocolate. The map is Freeedom 1, E1M2 (Ultimate Doom won't work due to missing textures). I cut out only the part of the map that's relevant, there are two switches that should lower the computer pillars 8 units above floor, but I just get an infinite grinding noise. e1m2fixv7sample.zip
  10. Shino1

    Blasphemer discussion

    I think even sliding creatures like snakes or snails need *some* kind of movement animation to not look weird. Like even two frame cycle of them wobbling slightly. We don't even have a single walking frame, it's literally just one idle frame, attack, and a couple death frames. Which is funny in hindsight when considering that Maulotaur has like 50 different unique frames (all his attacks are well animated and sprite isn't mirrored). Clear where all the budget went :P Additional advantage of the floating monster would be potentially better compatibility. Half of the point of Blasphemer is ability to run Heretic mods in a free environment, so if someone made a mod where Iron Liches actually *do* fly like Cacodemons, then a floating monster will look much better when seen in Blasphemer.
  11. Shino1

    Blasphemer discussion

    Yeah, then any creature with legs is out of the question. Alternate idea: perhaps something like a Beholder from DND? Of course we can't use actual Beholder as that's intellectual property of Wizards of the Coast, but we can use something similar - it seems there's a floating eye monster called "Backbeard" in Japanese culture (https://gegegenokitaro.fandom.com/wiki/Backbeard, https://megamitensei.fandom.com/wiki/Backbeard) that's been used as an enemy in some games. Or we can just make up an original one and call it something like Evil Eye, which is a concept universal to many cultures.
  12. I want to make maps for Chex Quest (original or 3, I'm fine with either) and I'm not sure how to do that. I found this article: https://chexquest.fandom.com/wiki/Mapping_for_Chex_Quest_-_DooM_Legacy_Edition but the configuration file it links to is a dead link.
  13. Shino1

    When new update?

    Yeah, I definitely recommend using development snapshots. A lot of good changes have been made since last official version. A lot of better graphics, new replacements for Lost Soul and Pain Elemental (now called Hatchling and Matribite and implied to be the same species as Caco replacement Trilobite), even I myself contributed some stuff (new yellow light column, and armor shard sprite that is shaped like a shield or armor scale). Some bad maps were replaced, especially in Phase 1, a lot of other tweaks - it's a way better game overall.
  14. Shino1

    Blasphemer discussion

    I bring you slow progress! I am slowly figuring out this 3D thing. However I also got first sketch of the Vampire Warrior! (Yes, it's an edit of the current Dark Soldier since I thought their similar concept as gaunt pointy-eared humanoids can save some work) From bad news: I realized something while looking at Iron Lich sprite sheet. ... They do not have any walking animation. That would make turning them into four-legged creatures tough. Or are we allowed to add frames?
  15. Shino1

    HOM in outdoor areas?

    I'm really sorry, I was a bit delirious from sickness yesterday (caught some kinda cold). Rereading the OP I didn't make myself as clear as I should've and I didn't write what I actually meant to write. Thank you, that is exactly the trick I was asking about. It works now.
×