Sporku Posted March 9, 2006 The OuchImp: OucherDemon: OucherMastermind: 0 Share this post Link to post
Pure Hellspawn Posted March 9, 2006 AgentSpork said:The OuchImp: http://doomrealm.mancubus.net/Misc/ouchimp2.png OucherDemon: http://img355.imageshack.us/img355/50/oucherdemon0zh.png OucherMastermind: http://img355.imageshack.us/img355/3028/ouchmastermind4py.png I want you to make the second one's sprites and design it. The oucherdemon looks funny! Perhaps it could be used for a Mock 3 megawad. 0 Share this post Link to post
Enjay Posted March 9, 2006 Needs more OuchImpse. :) /hangs head in shame. 0 Share this post Link to post
OmegaJ4 Posted March 9, 2006 It would be Awesome for this to go through. Well. I;ve finished the first rotation for the Snake Marine I'll continue the rest later 0 Share this post Link to post
Shin Godzilla Posted March 10, 2006 Somehow, the OuchImp gives me the chills and makes me laugh at the same time. Oh, and the Snake Marine looks pretty awesome, too. Out of curiosity, where does the snake half sprite originate from? It looks familiar, but I can't put my finger on it. 0 Share this post Link to post
Ichor Posted March 10, 2006 Ophidian And the Ouchimp looks like William Shatner for some reason. 0 Share this post Link to post
Negatronica Posted March 12, 2006 I started a 'swamp elemental.' I don't know what it should shoot yet or how it should die. My spring break project will be to make a swamp level to go along with this monster, nothing really elaborate though. 0 Share this post Link to post
Enjay Posted March 12, 2006 I like that. It's got a Hexen/Doom crossover feel. 0 Share this post Link to post
Tormentor667 Posted March 13, 2006 Yeah, the Swamp Elemental really kicks ass :) 0 Share this post Link to post
EarthQuake Posted March 13, 2006 Shtbag667 said:I started a 'swamp elemental.' I don't know what it should shoot yet or how it should die. My spring break project will be to make a swamp level to go along with this monster, nothing really elaborate though. http://imageshack.us/img140/4089/swamppic4kd.png That looks really cool, except it's eye along with the smiling mouth make it look really... happy... Make them a bit more angry or demonic and that'll be one badass swamp elemental! As for what it shoots, balls of green gas sound suitable (maybe even the baron projectile). Dying? Perhaps a green recolored rocket explosion? 0 Share this post Link to post
Negatronica Posted March 14, 2006 I'm glad you guys like it so far. I didn't want to copy that elemental from the monster resource wad so it won't shoot poison gas. It will have 2 types of projectiles and a melee attack, I just haven't decided what it will shoot yet. I'm not sure about the eye shooting frames, I might change it to green but I'm not sure if that will look right either. I'm open to suggestions. I just have the death frames to make now. The first frame is done. I might make it break up into separate peices by spawning so gibs when it dies. Since this thing lives in swamps you would expect it to get crap in it's one eye all the time! I added some eye blinking frames to make it look a little more realistic. The blinking will be triggered by the A_Jump action to make it random. I just updated the pic. I've included the death frames and a few gibs. I coded the decorate and everything works. Now I need to do sounds and projectiles. 0 Share this post Link to post
Tormentor667 Posted March 14, 2006 Lutrov71 said:Looks awesome Shtbag. :D Indeed, I love the look of this monster :) 0 Share this post Link to post
Sporku Posted March 14, 2006 Final boss of Simplicity: Edit: Action shot Edit2: Oh, and really nice monster, shtbag. 0 Share this post Link to post
Dutch Doomer Posted March 14, 2006 Nice monster Shtbag667 those death frames look pretty gory. @Spork Hehehehe I like it :) 0 Share this post Link to post
Louigi Verona Posted March 14, 2006 I just love this STEAM demon. Great work! Is it featured in any wad? 0 Share this post Link to post
Javoric Posted March 14, 2006 @shtbag 667: impressive, 2 questions tho. 1) how did you recolor only the eye on the swamp elemental? Like how did you make only that part of the sprite red while keeping the rest of it its original color? 2) How do make gibs that explode from the creature when it dies? Edit: Anyone know how to correctly use a code pointer in decorate? Like how would you place an arch vile code pointer on a creaure that say has an uppercut punch? 0 Share this post Link to post
Negatronica Posted March 14, 2006 1.) I just recolored the eye pixel by pixel with paintshop. Is that what your asking? I don't know why I switched it from green to red when it fires though, I guess I just wanted it to look more evil or something. 2.) Heres the code so far (still need to make projectiles). What makes a gib is just useing 'A_CustomMissile' in it's death frames. The gib itself is really simple, you can see it at the bottom. ACTOR SwampElemental 4111 { Health 300 Speed 5 Radius 18 Height 56 PainChance 128 Mass 300 Meleedamage 1 REACTIONTIME 8 MONSTER +FLOORCLIP +NOGRAVITY +FLOAT +PUSHABLE scale 1.0 SeeSound "" PainSound "" DeathSound "" ActiveSound "" Obituary "%o died." MissileHeight 12 MissileType StarSpread States { Spawn: SWMP A 4 A_Look SWMP A 0 A_Jump (240,4) SWMP G 4 // SWMP H 4 // Blinking SWMP G 4 // SWMP A 4 A_Look Loop See: SWMP A 2 A_Chase SWMP A 0 A_Jump (240,4) SWMP G 4 A_Chase // SWMP H 4 A_Chase // Blinking SWMP G 4 A_Chase // SWMP A 2 A_Chase Goto See Missile: SWMP A 0 A_Jump (160,7) SWMP B 7 A_FaceTarget SWMP C 3 Bright A_FaceTarget SWMP D 3 Bright A_FaceTarget SWMP C 3 Bright A_FaceTarget SWMP B 2 A_FaceTarget Goto See SWMP A 8 A_FaceTarget SWMP E 6 A_FaceTarget SWMP F 6 A_FaceTarget SWMP E 6 A_FaceTarget Goto See Melee: SWMP A 4 A_FaceTarget SWMP E 4 A_FaceTarget SWMP F 4 A_MeleeAttack SWMP E 4 A_FaceTarget Goto See Pain: SWMP A 4 A_Pain Goto See Death: SWMP I 8 A_Scream SWMP J 4 A_NoBlocking SWMP J 4 A_CustomMissile("SwampElementalGib2", 12, 8, -45, 1) SWMP K 4 A_CustomMissile("SwampElementalGib1", 12, 4, 45,0) SWMP K 4 A_CustomMissile("SwampElementalGib4", 12, 0, 135, 1) SWMP L 4 A_CustomMissile("SwampElementalGib5", 12, 8, -90, 1) SWMP L 4 SWMP L 0 A_Jump (240,2) SWMP L 4 A_CustomMissile("SwampElementalGib3", 0, 20, 0, 1) SWMP M -1 Stop } } actor SwampElementalGib1 3901 { +DOOMBOUNCE Speed 4 scale 0.7 States { Spawn: SWMP N 4 Loop } } You can use code pointers just like you would use A_Chase. I think anything that starts with "A_" is a code pointer and heres a list: http://www.zdoom.org/wiki/index.php?title=Action_functions 0 Share this post Link to post
Javoric Posted March 16, 2006 @shtbag 667: Yea, that answers my question. I was just curious as to whether there was a shortcut to chaning the color(s) of the creature rather than editing each individual pixel (if that's what you were doing). I see how the gibs would work, I take it that doombounce means that the projectile (i.e. the gib) would like bounce once or twice and then stop moving. Do you guys know what I'm talking about when I say an archvile code pointer? Like when his attack sends you way up in the air... I wanted to learn how to include that in a script for a sprite. Edit: Nevermind, I think I found what I was looking for... A_VileAttack. Edit: I was thinking of making the cyberdemon either a floating boss, or a boss with a different lower body. Either way, he's going to be much harder, he'll have different wepons and different appearance... I am open to any suggestions. I will be posting up frames soon. 0 Share this post Link to post