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Re: Cage's sprites

Posted: Mon Jun 04, 2012 10:24
by Cage
Image

Those thing are taking me ages, so I focus on texturing now mostly, but please don't take over - I'll get those done sooner or later.

Buzzer "walking" frames are uploaded, by the way.

Re: Cage's sprites

Posted: Mon Jun 04, 2012 23:59
by Xaser
Good stuff! I tested the new Buzzer sprites in-game and they look pretty damn good. Better than the model-rip blob that existed before, for sure. :)

Re: Cage's sprites

Posted: Thu Jul 26, 2012 15:46
by Cage
Image

Small sprite update: a new palm tree and a cactus for those warmer climates ;) I'll be doing a second palm tree and a smaller cactus soon.

Items: cleaned up uzi, remade stimpack/hypo and ammo and cartridge boxes - wanted to use the new blue range in one the pickups for a while ;)

Re: Cage's sprites

Posted: Thu Jul 26, 2012 17:05
by cybdmn
You are a real pixel artist. Great looking stuff like this, with much limitations like small resolution, and a small palette is really hard to find.

Re: Cage's sprites

Posted: Thu Jul 26, 2012 17:29
by Enjay
Those sprites (as ever) look great. The palm tree may cause a slight problem in as much as it is leaning quite heavily to one side so, as you walk around it, it will appear to change which direction it leans in.

Re: Cage's sprites

Posted: Thu Jul 26, 2012 21:01
by cybdmn
Maybe we can use this palm tree as a middle texture, for usage, where we do not need a real sprite.

Re: Cage's sprites

Posted: Thu Jul 26, 2012 21:49
by Cage
Or I'll just make a less leaning palm tree. DUH.

:P

Re: Cage's sprites

Posted: Fri Jul 27, 2012 2:08
by Xaser
Cool stuff! Got 'em added to the wad, but I went ahead and used both the short and the leaning palm tree variants (for 3 total, one of which is a mirrored lean to the left) with the hopes that they'll be used right by a mapper-type. ;P

[EDIT] You ninja! I'm posting about this and then you make a tall version. Added. :P

Re: Cage's sprites

Posted: Fri Jul 27, 2012 11:14
by Cage
I'd rather not use the first straight palm tree - I don't like how it turned out, especially being too fat at the base.

There's a second cactus now, updated penultimate uzi reload frame and some extra frames for the explosive tanks(use them in your maps, please!) - didn't like the explosion jumping out suddenly, so this should fix it. Hope it's not too much work code wise. I'll try to make some intermediate frames for the explosion later.

Re: Cage's sprites

Posted: Sat Jul 28, 2012 3:43
by Xaser
They were all fairly simple adds -- good call on the nitro explosion update for sure. And some in-between frames for the nuke explosion would be excellent! :)

While I was at it, I added a fun little something: Cacti will hurt you if you bump into them, albeit only small amounts (2 damage for the small one and 5 damage for the larger one). Tiny bit of goofy realism without going overboard with pain, I think. :P

Re: Cage's sprites

Posted: Tue Aug 28, 2012 14:01
by Cage
As discussed on IRC last time - I've replaced the ugly "Σ" 3d key with a plain golden key - so that we have something more analogue ;)

To summarize - we have now:
  • 3 keys for the real-space: keycard, password file and goldkey
  • 3 coloured "z-keys" for cyberspace: red, yellow and blue
The slot/switch for the new key is present in the sw1butns/sw2butns due to free space available there. It's the obvious keyhole one ;)

I'll be doing the Z-KEY markings and slots/switches for cyberspace as soon as possible.

I plan on doing some cyberspace sprites/decorations as well - replacement for the eye thing, maybe the "atom" thing too, probably some new ones like free standing files/folders and whatnot, destroyable maybe? Not sure how their "death" should look though, shooting 0/1 particles when destroyed?

Re: Cage's sprites

Posted: Tue Aug 28, 2012 14:40
by Gez
Cage wrote:I plan on doing some cyberspace sprites/decorations as well - replacement for the eye thing, maybe the "atom" thing too, probably some new ones like free standing files/folders and whatnot, destroyable maybe? Not sure how their "death" should look though, shooting 0/1 particles when destroyed?
[wiki]A_Burst[/wiki]ing into little 0s and 1s that fizzle out after a few tics.

Re: Cage's sprites

Posted: Tue Aug 28, 2012 17:56
by Cage
I was more concerned about the fact that an object exploding into particles may look a bit out of place - none of the other objects do so, but I guess it would work well if that effect was reserved for cyberspace objects only.

Re: Cage's sprites

Posted: Thu Aug 30, 2012 3:56
by Xaser
It'll work for the Cyberspace stuff for sure. Better than just disappearing as it some of them currently do. :P

Re: Cage's sprites

Posted: Fri Aug 31, 2012 13:13
by Cage
No idea how to animate it - whether it should be a single particle with 0/1 animation or separate 0/1 particles - no idea about the naming convention so I just uploaded a sheet.

As far as cyberspace objects go - I think it would be cool to give them a low mass so they easily gain momentum and can be pushed around easily - at least the file sprites.