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Duke 3d Enemy and Character Sprite Variants  "Sprite variants I drew for fun"

User is offline   Mike Norvak 

  • Music Producer

#211

It was Loke IIRC. And yeah this enemy looks exactly like something out of The Thing. I wonder if Sebabduke would like to make some "zombie" infected females although it may be somewhat a cliché enemy.
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#212

View PostMike Norvak, on 13 February 2018 - 06:37 AM, said:

It was Loke IIRC. And yeah this enemy looks exactly like something out of The Thing. I wonder if Sebabduke would like to make some "zombie" infected females although it may be somewhat a cliché enemy.


If you could palette swap the green to red, it would look exactly like the thing.
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#213

View Postsebabdukeboss20, on 12 February 2018 - 08:55 PM, said:

I nicknamed him "Creep" like the stuff the Zerg sit on.

Attachment slimemonster.png

I envisioned these guys can appear in multiple ways in a level:

-Placed in like a normal enemy.
-Disguised as pod.
-After a slimer eats an enemy it will grow into a Creep.
-If there's a freeing babe mechanic, the pod leftover has a chance of becoming a Creep.


Definitely worth the wait to see this thing fleshed out! It looks insanely creepy, and I mean that in the best possible way....I could picture the AMC Squad having a few interesting reactions after running into one of these for the first time!

This post has been edited by Major Tom: 13 February 2018 - 07:08 AM

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User is offline   Mike Norvak 

  • Music Producer

#214

View Postsebabdukeboss20, on 13 February 2018 - 06:54 AM, said:

If you could palette swap the green to red, it would look exactly like the thing.


It can be made in photoshop and added to the game via tilefromtexture command, it will only work in 32bit mode though. Or you can make it blue so it'll be green in pal 8 and pal 14, although I really like it as it is now, why having more colors?

If you are planning to do other enemies in the future, I think the community would really benefit by having some regular non-boss acquatic enemies, right now the only enemies that fit underwater are sharks, octabrains and maybe protector drones, there is that aquatic drone from DN64 but I haven't see it used in user maps yet.

I don't remember seeing any concept art for aquatic enemies though and the leech is something lame imho, maybe a mutated shark?

Somehing like this:


https://goo.gl/images/qbLE1z
https://goo.gl/images/rQ2ctz

Your mega octabrain boss is really cool BTW.
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User is offline   Warhawk 

#215

Maybe recreate this monster?

Posted Image

Awesome sprites btw. These will be very useful.
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#216

View PostMike Norvak, on 13 February 2018 - 07:53 AM, said:

It can be made in photoshop and added to the game via tilefromtexture command, it will only work in 32bit mode though. Or you can make it blue so it'll be green in pal 8 and pal 14, although I really like it as it is now, why having more colors?

If you are planning to do other enemies in the future, I think the community would really benefit by having some regular non-boss acquatic enemies, right now the only enemies that fit underwater are sharks, octabrains and maybe protector drones, there is that aquatic drone from DN64 but I haven't see it used in user maps yet.

I don't remember seeing any concept art for aquatic enemies though and the leech is something lame imho, maybe a mutated shark?

Somehing like this:


https://goo.gl/images/qbLE1z
https://goo.gl/images/rQ2ctz

Your mega octabrain boss is really cool BTW.


You're right. We don't have many underwater creatures. Creepy sea monsters like the giant squid terrify and fascinate me.
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User is offline   jet_nick 

#217

Smart shark will be a Good submarine enemy it can swimming, shootting laser, and walking on land.

http://www.comicextr.../chapter-Full/8
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User is offline   Mike Norvak 

  • Music Producer

#218

View Postsebabdukeboss20, on 14 February 2018 - 09:17 AM, said:

You're right. We don't have many underwater creatures. Creepy sea monsters like the giant squid terrify and fascinate me.


Although a squid would be more of a boss, I was thinking about a smaller regular enemy like a mutated shark that can inflict melee damage as well as long distance attacks.

@jetnick: yeah something like that, but I envisioned him not so cyborg-esque, but more like the aquatic counterpart of a pigcop. I think there isn't many aquatic monsters in build games because the high number of frames it would take to animate swimming and idle versions of every action, the water creature from blood comes to my mind that only have meelee attacks afair, that's why octabrain was designed just lying in vertical postion imo.

Some images for inspiration

https://goo.gl/images/ZGJ1an

https://goo.gl/images/TRFJn8

https://goo.gl/images/LriKDg

Anyway, whatever you come up with will be probably awesome

This post has been edited by Mike Norvak: 15 February 2018 - 06:57 AM

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#219

For starters, how about a sea slimer? I was thinking a modified slimer with 4 mandibles that swims like a jelly fish and of course grabs onto your face. Always odd to me that slimers don't submerge.
For a mid-tier enemy I still haven't decided. I want to do something alien-ish but does it have to be organic or could it be mechanical?
I think I might have an idea for a squid-like boss, but that'll take some time to model.
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#220

Your slimer (and the stardard protozoid) looks quite sea monsters already given their slimish alga appearance, look at the Green Algae infestations if you want a real-life metaexample. Perhaps one that parasitized shark is more suitable but the Gill Beast from Blood seems more like a canon seamonster from which you can take inspiration if you want to make one totally new.

For the any eventual mechanical part, I suggest a jet ski motor integrated in the body, a bit like the robolegs of Doom 3 Demon, maybe even with amphibious capacities it would be interesting.

This post has been edited by Fantinaikos: 15 February 2018 - 08:24 AM

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#221

View Postjet_nick, on 15 February 2018 - 05:45 AM, said:

Smart shark will be a Good submarine enemy it can swimming, shootting laser, and walking on land.

http://www.comicextr.../chapter-Full/8



View Postsebabdukeboss20, on 15 February 2018 - 07:48 AM, said:

For starters, how about a sea slimer? I was thinking a modified slimer with 4 mandibles that swims like a jelly fish and of course grabs onto your face. Always odd to me that slimers don't submerge.
For a mid-tier enemy I still haven't decided. I want to do something alien-ish but does it have to be organic or could it be mechanical?
I think I might have an idea for a squid-like boss, but that'll take some time to model.


Cyber Shark can be an interesting idea
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#222

Jet_nick did it already, but since the incorrect upload method it is trapped in a reduced quality JPG that is even uploaded on another host so it's quite difficult to use. We need the original file if it exist or a cleanup (that not seems too complicated).

Posted Image

This post has been edited by Fantinaikos: 15 February 2018 - 10:24 AM

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#223

View PostFantinaikos, on 15 February 2018 - 10:22 AM, said:

Jet_nick did it already, but since the incorrect upload method it is trapped in a reduced quality JPG that is even uploaded on another host so it's quite difficult to use. We need the original file if it exist or a cleanup (that not seems too complicated).

Posted Image



I'm curious to see the style of sebabdukeboss20, his works are of a high standard
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#224

Flying Cycloid:

Attached Image: flyingcycloid.png
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User is offline   stumppy84 

#225

Some one should make this the end boss in world tour! Have him flying in front of the city skybox and the player stays in the Hollywood sign area.
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User is offline   Danukem 

  • Duke Plus Developer

#226

I have a few questions: Is the flying animation 3 frames long? The shooting animation is also 3 frames long? Also, is the flying animation intended to be forward looping, or oscillating?


It looks awesome, but in terms of gameplay there is not much to work with. It is basically a floating turret. If it had a swooping/divebombing animation that would add tons of gameplay potential. Given that it's a boss and therefore very large, it would be fine if any additional special animations were forward facing only. We can assume that it is always facing towards the player if it were divebombing, for example. Otherwise, to make it a boss with the current animations, I would try to get creative with what it shoots. I would want it to shoot out adds in addition to normal projectiles, perhaps. Those rolly mine things you made earlier could be used.
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#227

View PostTrooper Dan, on 16 February 2018 - 12:27 AM, said:

I have a few questions: Is the flying animation 3 frames long? The shooting animation is also 3 frames long? Also, is the flying animation intended to be forward looping, or oscillating?


It looks awesome, but in terms of gameplay there is not much to work with. It is basically a floating turret. If it had a swooping/divebombing animation that would add tons of gameplay potential. Given that it's a boss and therefore very large, it would be fine if any additional special animations were forward facing only. We can assume that it is always facing towards the player if it were divebombing, for example. Otherwise, to make it a boss with the current animations, I would try to get creative with what it shoots. I would want it to shoot out adds in addition to normal projectiles, perhaps. Those rolly mine things you made earlier could be used.


I think the flying frames are oscillating. I can try something with divebombing and stuff if it's forward facing only when I update it.
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#228

View Postsebabdukeboss20, on 16 February 2018 - 06:46 AM, said:

I think the flying frames are oscillating. I can try something with divebombing and stuff if it's forward facing only when I update it.


Someone made a jumping Emperor sprite sheet---if you want flying sprites from multiple angles, you could try to adapt that.

View PostFantinaikos, on 16 May 2013 - 03:06 PM, said:

It's one of my older (few) works, but since the topic it comes to share unique resources:

Attachment Battlelord Jump&Crouch.png

Attachment Cycloid Jump&Crouch.png

Battlelord and Cycloid jumping and crouch animations.

Are especially useful if you want to make a mod where they can chase you literally everywhere.


Hope this helps! :dukecigar:
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#229

I hope so. Even the crawling was in my plans but make convincing movement has revealed more complicated than I expected, actually I've also tried to do the entire moveset the player can do for all the enemies.
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User is offline   Danukem 

  • Duke Plus Developer

#230

View PostFantinaikos, on 16 February 2018 - 08:26 AM, said:

I hope so. Even the crawling was in my plans but make convincing movement has revealed more complicated than I expected, actually I've also tried to do the entire moveset the player can do for all the enemies.


I guess that would be cool for multiplayer or fake multiplayer so that there would be player "skins" for all the enemies. It's a lot of work for something that may never get used, though.

As for the flying emperor -- looking at it again, I have another idea. I could code the sprites without any additions, but he would be a two-phase boss. Shoot him enough in the air and he displays the wing damage frame and falls, then displays the second damage frame on the ground. But then the wings fall off and he gets up, and becomes the normal cycloid, but with only half of his health.
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#231

Armored pig:
Attached Image: armoredpig.png

See him in action thanks to Trooper Dan:



And an updated Mega Octabrain:
Attached Image: megaoctabrain2.png

This post has been edited by sebabdukeboss20: 16 February 2018 - 11:28 PM

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User is offline   MrFlibble 

#232

Well I say! When I first saw this thread I thought, "Oh, some sprite edits, nice". You know, good sprite edits are a great thing, but if you check out stuff like ZDoom Forums' Spriting Carnival they (sprite edits in general) don't seem particularly special.

But, as this thread progressed it became increasingly obvious to me that the work done by sebabdukeboss20 is on a completely different level altogether, especially seeing all the new monsters come to life. I must say that this is simply awesome, professional quality art that could have been used in a commercial Duke3D add-on back in the day.

The armoured pig is probably my favourite monster so far. Please keep up the good work!

This post has been edited by MrFlibble: 17 February 2018 - 02:07 AM

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#233

View Postsebabdukeboss20, on 16 February 2018 - 11:22 PM, said:

Armored pig:
Attachment armoredpig.png

See him in action thanks to Trooper Dan:



And an updated Mega Octabrain:
Attachment megaoctabrain2.png


It may sound weird to call a hulking, armored porcine freak and a tentacled monstrosity "beautiful", but in the context of your work, they are.

Please continue to make these awesome, incredible sprite sheets, sebabdukeboss20 (is it at all okay to call you "seb" or something similar for short?). The bestiary of Duke Nukem 3D continues to evolve with every contribution you make, and we're all better for it.
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User is offline   Jblade 

#234

A video of the EDF mech art in action:

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#235

Not implausible that invaders take control of EDF hi-tech arsenal via a Skynet virus, direct reprogramming or whatever is but precisely because is an EDF device, I suggest to leave some disabled waiting to be used as a powerful ally (eventually boss version will have a different health/power from friendly version).

It should not be a vehicle in reality? The correct nomenclature is robot or droid if is a total independent AI, generally a Mech refers to a mechanical thing you can drive. The front look like a cockpit in first place.
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#236

Awesome stuff, Jblade!

Here's the long awaited Bombshell. On the left are NPC animations and on the right are Player (Duke) animations.
Attached Image: bombshell.png


Also updated Battlelord 1 and 2 variants. Someone pointed out some sprite errors.
Attached Image: battlelord1.png
Attached Image: battlelord2.png
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User is offline   Danukem 

  • Duke Plus Developer

#237

HOLY SHIT :dukecigar: :) :wub:

Bombshell will make a great helper NPC!

Don't forget we would need 1st person hud sprites for her if she were to become a playable character (1st person mighty boot, hands for her to put on all the weapons)
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#238

View Postsebabdukeboss20, on 22 February 2018 - 09:46 PM, said:

Awesome stuff, Jblade!

Here's the long awaited Bombshell. On the left are NPC animations and on the right are Player (Duke) animations.
Attachment bombshell.png


Also updated Battlelord 1 and 2 variants. Someone pointed out some sprite errors.
Attachment battlelord1.png
Attachment battlelord2.png


VERY nice! And I see you followed my naming conventions for the two Battlelord variants....I thank you for using my suggestions. :dukecigar:
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#239

View PostTrooper Dan, on 22 February 2018 - 11:17 PM, said:

HOLY SHIT :dukecigar: :) :wub:

Bombshell will make a great helper NPC!

Don't forget we would need 1st person hud sprites for her if she were to become a playable character (1st person mighty boot, hands for her to put on all the weapons)


Oh yeah.... She wouldn't have manly Duke hands and legs. Well, this will be my first time trying my hand at weapon sprites.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#240

Regarding first person Bombshell, we should get someone to record lines for Bombshell to replace Duke's. They can be all the same lines, maybe a couple original ones here and there, just spoken by a female instead. How does replaying Duke Nukem 3D with Bombshell sound? Maybe with slightly altered level designs, similar to how the levels in Sonic 3 and Knuckles are different when you play as Knuckles. Why, it sounds quite appealing. Very appealing.

EDIT: Of course, I'm forgetting all about Ion Maiden. But still, having all of Duke's lines with Bombshell variations would be sweet.

This post has been edited by MusicallyInspired: 23 February 2018 - 08:51 AM

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