Cage's sprites

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Cage
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Re: Cage's sprites

Post by Cage » Mon Jun 04, 2012 10:24

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.

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Re: Cage's sprites

Post by Xaser » Mon Jun 04, 2012 23:59

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. :)

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Re: Cage's sprites

Post by Cage » Thu Jul 26, 2012 15:46

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 ;)

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Re: Cage's sprites

Post by cybdmn » Thu Jul 26, 2012 17:05

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.

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Re: Cage's sprites

Post by Enjay » Thu Jul 26, 2012 17:29

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.

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Re: Cage's sprites

Post by cybdmn » Thu Jul 26, 2012 21:01

Maybe we can use this palm tree as a middle texture, for usage, where we do not need a real sprite.

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Re: Cage's sprites

Post by Cage » Thu Jul 26, 2012 21:49

Or I'll just make a less leaning palm tree. DUH.

:P

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Re: Cage's sprites

Post by Xaser » Fri Jul 27, 2012 2:08

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

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Re: Cage's sprites

Post by Cage » Fri Jul 27, 2012 11:14

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.

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Re: Cage's sprites

Post by Xaser » Sat Jul 28, 2012 3:43

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

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Re: Cage's sprites

Post by Cage » Tue Aug 28, 2012 14:01

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?

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Re: Cage's sprites

Post by Gez » Tue Aug 28, 2012 14:40

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.

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Re: Cage's sprites

Post by Cage » Tue Aug 28, 2012 17:56

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.

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Re: Cage's sprites

Post by Xaser » Thu Aug 30, 2012 3:56

It'll work for the Cyberspace stuff for sure. Better than just disappearing as it some of them currently do. :P

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Re: Cage's sprites

Post by Cage » Fri Aug 31, 2012 13:13

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.

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