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

#91

View Postsebabdukeboss20, on 24 January 2018 - 04:04 PM, said:

A new enemy, based off of Duke Forever concept art. He was easy to model since he doesn't walk.

Attachment bighead.png

I envision him similar to the octabrain firing projectiles or maybe invisible projectiles but also weaker HP wise. To make him unique, I think he could teleport around the room.


Wow.....just wow. The fact that you pulled this off based on a simple sketch is astounding---is this thing meant to be a standard enemy, or a sort of mid-boss type of fight?
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#92

I thought the big head alien looked too weak to be a boss/midboss. I am working on the megaoctabrain boss though.

This art seems to suggest it's a common enemy:
http://duke4ever.alt...1999/work20.jpg
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#93

View Postsebabdukeboss20, on 25 January 2018 - 07:04 AM, said:

I thought the big head alien looked too weak to be a boss/midboss. I am working on the megaoctabrain boss though.

This art seems to suggest it's a common enemy:
http://duke4ever.alt...1999/work20.jpg


Fascinating....makes me wonder where all that other concept art from the Balls of Steel version of the DNF strategy guide may be hiding on the Internet.

In any case, this is definitely incredible stuff---as always, I look forward to your next masterpiece!
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User is offline   jet_nick 

#94

Mmm boooooobsssss
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#95

Those are some good babes... Maybe meesa take a few. :dukecigar:
1

User is offline   Danukem 

  • Duke Plus Developer

#96

View PostNever Forgotten, on 15 January 2018 - 10:24 PM, said:

Seriously, if someone can code these for me, please do it. Atomic Crisis would benefit from it.


I have some time this weekend, and it would be a good way for me to get my brain back into modding, since I have taken such a long break. What I'm thinking of doing for the pigcop boss is making some generic code that is mostly classic 3DR style, and then people can adapt it to their projects as needed.

I'm pretty sure I asked this before, but if anyone can separate the images and put them into an .art0XX file or even individual pngs, that would save me some time. Another challenge is that the pigcop boss art doesn't come with any new sounds or effect sprites, so to avoid making it feel like a reskin of existing enemies it needs some work in those areas. In my experience, what people call "coding" for new enemies in this community consists of a lot more than supplying code. :dukecigar:

Anyway, I will probably do that this weekend for my own benefit, and then post some generic code if anyone lets me know they are interested.
3

User is offline   Danukem 

  • Duke Plus Developer

#97

Wow, those are really awesome! Excellent work.

As someone who has done a great deal of importing of enemies and coding them into Duke 3D, I have to say it's daunting to start with sprite sheets like that when you have no notes on what the various animations are and the frame order is not what it would look like in the .art file.

It looks like he is supposed to start in spider form, then when he detaches, we move into the second form (1st sprite sheet) where you have only the firing animation from all angles and no walk/fly cycle. The death animation is for when he is in bipedal form, so I guess that has to be his final form. But then how does he get to that form from the other forms?
I'm pointing this out because this is the kind of stuff that can make it prohibitively difficult as a non-artist to import an enemy. I still think it's great work as far as it goes.
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#98

View Postsebabdukeboss20, on 26 January 2018 - 01:59 PM, said:

I appreciate you coding it Trooper Dan. I would help you make the separate pngs, but I want to concentrate on drawing up some more sprites while I still have the time, energy, and enthusiasm.

Dr. Proton has RETURNED:

Attachment drprotonfly.png

Attachment drprotonspider.png

Attachment drproton.png


YUSS! The extra tentacle blasters on the flying Dr. Proton are a nice touch---I definitely hope to see these in an upgraded edition of Nuclear Showdown or any other mod sometime in the near future. :dukecigar:
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#99

Awesome work as always Sab :dukecigar:

If you even make a DN1 version afoot and chair we may see a original game mod someday.

Dan I can turn all the sprites you want into single frames if you want. Also insert them in empty .art's just show me which ones you need.

This post has been edited by Fantinaikos: 26 January 2018 - 02:24 PM

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#100

View PostTrooper Dan, on 26 January 2018 - 02:18 PM, said:

Wow, those are really awesome! Excellent work.

As someone who has done a great deal of importing of enemies and coding them into Duke 3D, I have to say it's daunting to start with sprite sheets like that when you have no notes on what the various animations are and the frame order is not what it would look like in the .art file.

It looks like he is supposed to start in spider form, then when he detaches, we move into the second form (1st sprite sheet) where you have only the firing animation from all angles and no walk/fly cycle. The death animation is for when he is in bipedal form, so I guess that has to be his final form. But then how does he get to that form from the other forms?
I'm pointing this out because this is the kind of stuff that can make it prohibitively difficult as a non-artist to import an enemy. I still think it's great work as far as it goes.


Ok. In the future I'll label animations. The idea for Dr. Proton is you fight him 3 separate times/levels, not all together.
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#101

View Postsebabdukeboss20, on 26 January 2018 - 02:24 PM, said:

Ok. In the future I'll label animations. The idea for Dr. Proton is you fight him 3 separate times/levels, not all together.


Makes sense....just looking at these sprite sheets, I can't help but picture a DN3D boss fight against Dr. Proton set to this classic DN2 track:



This post has been edited by Major Tom: 26 January 2018 - 02:35 PM

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User is offline   xMobilemux 

#102

Damn those Proton one's look amazing, would have loved them for my Area 51 story.

Since you are doing different versions of Proton, how about a variant of his Duke Nukem 2 version where he's sitting in that chair?

Also seeing as you are on quite the roll and you love doing babes, how about finally giving us some animated sheets of Bombshell?
I would prefer one of these 2, but having some of the others or even Shelly's version would be great.
Posted Image
Posted Image

This post has been edited by xMobilemux: 26 January 2018 - 04:25 PM

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#103

I had a feeling someone would ask about Bombshell sooner or later. Maybe. I'm working on a free walking babe using a 3d girl that can used as a NPC in levels. It's rather hard trying to get the lighting and body proportions to match those of the girls in game, but I'm making progress. Maybe after I figure out the 3d girl, I can dress her up as Bombshell. I like the first image better [of course I do!]. Maybe she can also be used as a skin replacement for Duke on certain mods. I'll probably copy Duke's sprite poses initially.

Just so I get my facts straight, she was supposed to be Duke's sidekick but never made it into any games?
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#104

Probably because Duke is portrayed as one of the greatest (if not the greatest) womanizer of the planet, it would have seemed rather paradoxical have a sexy female sidechick with whom he has only work relations.

BTW there was this Bombshell sheet around, maybe you can get something out of it.

Posted Image
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User is offline   Loke 

#105

View Postsebabdukeboss20, on 26 January 2018 - 05:02 PM, said:

Just so I get my facts straight, she was supposed to be Duke's sidekick but never made it into any games?


She was originally in Duke Nukem Forever both as an NPC and as a playable character but was later cut before the final release.
1

#106

View PostLoke, on 26 January 2018 - 05:55 PM, said:

She was originally in Duke Nukem Forever both as an NPC and as a playable character but was later cut before the final release.


And then 3D Realms retained the license to Bombshell to give her a game of her own (a reskin of the aborted Duke Nukem: Mass Destruction game, at that), but that one didn't exactly set the world on fire, so....yeah.
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#107

View Postsebabdukeboss20, on 28 January 2018 - 08:15 AM, said:

I'm working on Bombshell using my 3d girl as base and she's looking pretty good so far. I'm giving her all the animations of Duke for now. But that leaves me to debate whether to slap a jetpack on her back or not. Also her sprite is bigger than the usual enemies because I want my girls to look better in game. :dukecigar:
Attachment bombshell0000.jpg


Duke Forever style Battlelord:
Attachment battlelord3.png


And and quick one eyed Octabrain:
Attachment octabrain3.png


Impressive as always---and the Bombshell preview sprite looks positively stunning! Every post of yours keeps me in suspense and waiting for the next one....keep up the awesome work!
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User is offline   stumppy84 

#108

Man, you are a machine!! So awesome!!
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User is offline   jet_nick 

#109

Seba for bombshell can you Give her animations like Duke nukem player sprites? So we can use her for an alternative skin
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#110

Without change the audio and HUD sprites It remains just an idea. Except if you want to play as a transexual :dukecigar:.

This post has been edited by Fantinaikos: 28 January 2018 - 10:07 AM

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#111

View Postjet_nick, on 28 January 2018 - 09:15 AM, said:

Seba for bombshell can you Give her animations like Duke nukem player sprites? So we can use her for an alternative skin


I already said I was.

Quote

I'm giving her all the animations of Duke for now.

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User is offline   darkcaleb 

#112

Hey sebabdukeboss20, I know your very busy and all. I wanted to request something if it´s possible? If you have time left at hand of course could you able to make cycloid emperor from Duke Nukem Zero Hour.


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#113

View Postdarkcaleb, on 28 January 2018 - 11:02 AM, said:

Hey sebabdukeboss20, I know your very busy and all. I wanted to request something if it´s possible? If you have time left at hand of course could you able to make cycloid emperor from Duke Nukem Zero Hour.




So a flying cycloid? Looks cool.
0

User is offline   jet_nick 

#114

http://www.nintendo6...zine-121-26.jpg
1

User is offline   jet_nick 

#115

Zero was a cool final boss https://vignette.wik...=20101222205326
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#116

Thanks to Trooper Dan and Jblade, the Bad Pigcop Boss is alive!

https://forums.duke4...uke32-projects/

This post has been edited by sebabdukeboss20: 28 January 2018 - 08:59 PM

4

User is online   Lunick 

#117

That Overlord is really good
0

User is offline   Danukem 

  • Duke Plus Developer

#118

I like both of them, they are high quality work -- but I don't know if I would actually use them. With liztroop especially it seems like we have a lot of variants now where he has a helmet and a different gun, but nothing that would significantly change how the enemy plays. I am going to speak from selfish interest here, so don't take this as a criticism. Jet_nick did one of those liztroop edits which I added to my Attrition mod a while back, and it adds spice but it's a lot of trouble to keep adding lots more tiles to the game for what is basically the same enemy. Projectile art for the new weapon is never included, either, so in a mod like Attrition where I have lot of variants already, it's hard for me to figure out how to make them unique.

What I would like to see for once is a liztroop edit where he has armor covering his arms and legs, as well as a new gun (one of the existing new guns such as the one in the edit above would be fine). Also a melee attack would be cool. With those additions it would feel like a truly elite version and I would have inspiration to give him some new personality instead of just slapping on a new projectile.
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#119

I understand what you're saying. And that's totally fine. I originally started making these sprites because I was inspired after playing Doom Project Brutality where the enemies have several variants and are slightly different from each other in looks and firepower. I thought it would be neat one day for someone to have a mod with a variety of enemies so they're not always shooting at the same enemy a hundred times. But after figuring out how to make sprites through 3d and liking the results, I started exploring more unique enemies to make like the pig cop boss.

I never imagined I would have made something like unique enemies and bosses, but I'm really glad I did. I got a few more unique enemies coming up, mostly inspired by Duke 3d and Forever concept art. If only I knew how to code and make mods would I try things like this, but I don't. I'm happy just drawing them up and give resources for someone to use in the future.
3

User is offline   Danukem 

  • Duke Plus Developer

#120

I'm thinking about the cyber enforcer that I'm going to code soon. The turd mines could be problematic. There is the potential for the mines being too easy to avoid and/or being a liability for the cyber enforcer because you might be able to kite him over the mines, or they might kill other enemies. Also the mine laying animation should last for a couple of seconds, during which he will be vulnerable.

For the miniboss version, I would probably want to limit the number of mines that an enforcer could lay to about 3, and have him do it only when the player is far away --but still in line of sight-- or is non-aggro for some reason.

For the big boss version, I'm wondering if he could lay a big metallic egg instead, and a regular enforcer could hatch from it. Alternatively, he could lay an enforcer directly, similar to how the queen lays protector drones. I know this is kind of silly, but there is precedent for it and it would be a cool way to put adds into the boss fight. The main problem I can see is that enforcers are a hitscan enemy, which makes them super dangerous if a lot of them are around. At least protector drones can be dodged. Thoughts?
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