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

#151

View PostMajor Tom, on 07 February 2018 - 06:08 AM, said:

The "Kill me" thing was an Alien reference. Of course, this was changed for Duke Nukem 64 where you HAD to rescue them---and before that, the FEMCON mod allowed you to rescue the babes, which led to similar mechanics in later mods like Nuclear Showdown and (most recently) The AMC TC. I could go on a whole spiel about how I prefer to save the babes, and such, but that's a story for another thread.

BOT: sebabdukeboss20, the Slime Monster looks brilliant. Will there be sprites to view it from more angles than just the frontal view?


Of course! This was just an initial rendering to get comments/suggestions. I made it look a little more creepy (the eyes) and detailed now with all angles. I decided to give its under belly my slimer variant teeth to look extra nasty. It is related to the slimer after all (I think).

Another thought. Maybe the pod left over from a killed cocooned babe could randomly morph into one of these.

This post has been edited by sebabdukeboss20: 07 February 2018 - 06:44 AM

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#152

View Postsebabdukeboss20, on 07 February 2018 - 06:38 AM, said:

Of course! This was just an initial rendering to get comments/suggestions. I made it look a little more creepy (the eyes) and detailed now with all angles. I decided to give it's under belly my slimer variant teeth to look extra nasty. It is related to the slimer after all (I think).


NICE. Every new sprite sheet you've done is just brilliant, and leaves me in suspense for whatever masterpiece you've got coming next.
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#153

View PostMajor Tom, on 07 February 2018 - 06:08 AM, said:

The "Kill me" thing was an Alien reference.


That doesn't denote mutual exclusivity. It can be a reference and a pathos device at the same time.

Quote

Of course, this was changed for Duke Nukem 64 where you HAD to rescue them---and before that, the FEMCON mod allowed you to rescue the babes, which led to similar mechanics in later mods like Nuclear Showdown and (most recently) The AMC TC.


Mods and enforced censored game variations that weren't made by the original team doesn't change anything. Which is why you also can't save the cocooned babes in DNF. The official lore is, if you're a babe and you're cocooned, you're as good as dead.

Quote

I could go on a whole spiel about how I prefer to save the babes, and such, but that's a story for another thread.


So do I. I love Duke64 in almost every way. Again, it doesn't change anything with regards to the lore.
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#154

True.....but you have to ask yourself one question.

If Duke is such a hit with the ladies, would they still respect him even if he pretty much admitted that he had to leave behind (and/or occasionally kill, accidentally or otherwise) the enslaved babes aboard the alien spaceships?

Not trying to bash you or disrespect your opinion---you have the right to your opinion just as I have the right to mine, and I'm perfectly okay with that---but it's just something to ponder.
1

User is offline   Jblade 

#155

Duke doesn't have lore, it's just seat of the pants stuff that fits whatever game they're making. I doubt they put any thought into the babes beyond the B-movie aspect and the aliens reference.
1

User is offline   MusicallyInspired 

  • The Sarien Encounter

#156

View PostMajor Tom, on 07 February 2018 - 07:48 AM, said:

True.....but you have to ask yourself one question.

If Duke is such a hit with the ladies, would they still respect him even if he pretty much admitted that he had to leave behind (and/or occasionally kill, accidentally or otherwise) the enslaved babes aboard the alien spaceships?


Yes. I'm sure everyone understands that if someone has been captured and is biologically un-saveable then that's not the hero's fault. I don't think that's anything to ponder.

View PostJblade, on 07 February 2018 - 07:53 AM, said:

Duke doesn't have lore, it's just seat of the pants stuff that fits whatever game they're making. I doubt they put any thought into the babes beyond the B-movie aspect and the aliens reference.


Even for DNF?

I mean, yes, there's not much depth to Duke. Everything was made for game design and interactivity (like all games should be). That doesn't alter the fact that they decided to throw in cocooned women who can't be saved. They were absolutely going for a horror vibe there. B-movie or no. Parody or no. Duke3D was downright frightening at times. It wasn't all comedy and laughs. This is why I think the notion of people calling the new Duke Nukem movie an "action comedy" is ridiculous.

This post has been edited by MusicallyInspired: 07 February 2018 - 08:22 AM

2

#157

Right. This discussion about slime babes could go on and on but please, save it for another board. As an artist, I'll just provide users/modders with varieties if they choose to make their game in the the way the want. It's up to them if they want to use all my sprites/ideas or not. I'm just providing the art so people can add more to their mods.

Some progress updates:
I'm working on an armored pig (original unit) and giving him lots of different functions. He'll start with a shield. After it breaks he can move faster, potential leap and charge at you. With all the armor, he almost looks like he can be a space marine pig (which could make a pig in space levels make more sense).
I haven't started on the Flying Cycloid yet. I image once I render his wings, the rest will be easy.
The slime monster is almost ready but I'm holding off showing it in case I think of some more cool ideas.
Bombshell is nearly done.
Soon, I'll release the Mega Octabrain boss once I look over him again.
In another topic, I think I got my NPC girl ready, so I'll start cranking out clothed,undies,nude versions as well as variants with different hair (blonde ponytail, maybe blue hair for customization?)

This post has been edited by sebabdukeboss20: 07 February 2018 - 08:11 AM

6

User is offline   MusicallyInspired 

  • The Sarien Encounter

#158

Yeah sorry for the derail, dude.

This post has been edited by MusicallyInspired: 07 February 2018 - 08:21 AM

1

User is offline   jet_nick 

#159

if they can serve you as inspiration I can propose these 3 monsters appeared in the mobile version (version where I'm trying to reproduce everything in 3D)
the first is a mechanical zombie.

Posted Image[/img]

This post has been edited by jet_nick: 07 February 2018 - 08:57 AM

0

User is offline   Danukem 

  • Duke Plus Developer

#160

View Postsebabdukeboss20, on 08 February 2018 - 08:13 PM, said:

Cleaned up a few sprites, particularly the front walking sprites and added a few frames here and there.


Could you be more specific about what has changed? Even with my improved pipeline, it's a significant amount of work to extract sprites from the sheet and put them in the right place in the .art files, so I definitely want to avoid doing this on any sprites that have not changed.
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#161

View PostTrooper Dan, on 08 February 2018 - 09:14 PM, said:

Could you be more specific about what has changed? Even with my improved pipeline, it's a significant amount of work to extract sprites from the sheet and put them in the right place in the .art files, so I definitely want to avoid doing this on any sprites that have not changed.


Oh sorry. They're the same ones I sent you. For Cyber Enforcer, the front walking and jet thrusters. For the Sniper, the front walking, front angle walking, kick, and rifle drop.
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#162

Speaking of the Sniper sounds, we could just speed up the default .voc files to simulate a female voice, but in my opinion it should be the only other enemy that says some custom phrases in human language in the same way of the Fat Commander.

In addition an even dangerous stealth version of her that turns invisible like Assault Captain would make sense.
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User is offline   Danukem 

  • Duke Plus Developer

#163

View Postsebabdukeboss20, on 09 February 2018 - 06:27 AM, said:

Oh sorry. They're the same ones I sent you. For Cyber Enforcer, the front walking and jet thrusters. For the Sniper, the front walking, front angle walking, kick, and rifle drop.


Cool. I will finish integrating those changes today. I am mostly finished with the sniper code, too. For clarity, I refer to the angles by the angle numbers. For example, I would say: walk0, walk45, walk90, walk135, walk180. For the frames I would use letters. So, walk45c would be the third frame of walking animation that is facing 45 degrees to the left.
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User is offline   Danukem 

  • Duke Plus Developer

#164

View PostFantinaikos, on 09 February 2018 - 06:59 AM, said:

Speaking of the Sniper sounds, we could just speed up the default .voc files to simulate a female voice, but in my opinion it should be the only other enemy that says some custom phrases in human language in the same way of the Fat Commander.


I actually ended up doing something kind of like that. I took some trandoshan sounds from Jedi Academy and raised the pitch. I'm not entirely happy with the result, but they are good placeholders at least.

View PostFantinaikos, on 09 February 2018 - 06:59 AM, said:

In addition an even dangerous stealth version of her that turns invisible like Assault Captain would make sense.


This is not a bad idea, but I would need to have a frame of animation with her pressing a button on her suit, like the regular liztroop has. I have also considered making that into an image splitter instead, so you have to figure out which one is real. This all depends on the result not being annoying, though.
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#165

Quote

I have also considered making that into an image splitter instead, so you have to figure out which one is real. This all depends on the result not being annoying, though.


I dunno, it looks like more a boss/mid-boss thing, and then in how many images she can splits? The fakes can attack too? It can use this technique just one time or as many times she wants? It is necessary to rationalize this first to make it feasible.

I'm not sure I can say anything about the shooting range because every enemy in DN3D use his weapon at long distance cause the IA (practically they try to sniping with everything). The power of the shot on the other hand should be almost insta-kill, more lethal than rockets, otherwise there is not much difference with what the enemies already does.

However you can code the behavior so that she tends to move away whenever the player get closer to be able to shoot from afar.

This post has been edited by Fantinaikos: 09 February 2018 - 01:01 PM

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User is offline   HMNuke93 

#166

Great spritework Sebab! Can't wait to see what's next,especially your rendition of the Zero Hour final boss. Speaking of the spin-offs bosses, i once did a crappy sprite remake of Moloch from Time To Kill (using ingame textures!) Maybe you can do better if you will and have time:

Posted Image

This post has been edited by HMNuke93: 09 February 2018 - 12:53 PM

1

User is offline   Danukem 

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#167

How bad is it to have a cosmetic feature that cannot be seen in the software renderer? I have a problem -- I want the hitscan sniper shot to be visible, and to do that I am using the custom projectile system to spawn trail sprites along the bullet trajectory. Unfortunately, for there to be enough sprites to traverse the whole trajectory at medium or long range, the trail must consist of 80+ sprites. When there is a lot going on or more than one sniper firing, the game will not draw the trails. This is where 32 bit comes in. I could make the trail into a beam (which I have code for already) and it will take far fewer actors, plus it will look better. But it would require 32 bit. I'm considering that and having the game default to the 8-bit trail sprites when played in software mode.

EDIT: I have found a compromise...I delete every other ring. This reduces the sprite number enough so that the trails can still be seen even when several snipers are firing. Beams would still look a lot better but I would rather not add those in at this stage.

This post has been edited by Trooper Dan: 09 February 2018 - 01:18 PM

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User is offline   Jblade 

#168

One suggestion you might of already added in - maybe when she's tracking you, a pseudo lens-flare appears in front of her and shrinks down to show her scoping in on you (could just have her spawn it as an item in front of her, since having display stuff follow a sprite in the world is still pretty inconvenient iirc)
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#169

You know the spray of smoke coming out from the gaspipes ingame? If transparency is applied and it is extend in length, it seems a bullet trail effect.
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#170

The Mega Octabrain boss:

Attached Image: megaoctabrain.png

Funny you guys talked about image splitter idea earlier. I imagined this boss could do such a thing.
9

User is offline   jet_nick 

#171

View Postsebabdukeboss20, on 09 February 2018 - 03:05 PM, said:

The Mega Octabrain boss:

Attachment megaoctabrain.png

Funny you guys talked about image splitter idea earlier. I imagined this boss could do such a thing.


as they say in my part.. Maronnn


is amazing !!!
1

User is offline   Danukem 

  • Duke Plus Developer

#172

View PostJblade, on 09 February 2018 - 02:05 PM, said:

One suggestion you might of already added in - maybe when she's tracking you, a pseudo lens-flare appears in front of her and shrinks down to show her scoping in on you (could just have her spawn it as an item in front of her, since having display stuff follow a sprite in the world is still pretty inconvenient iirc)


I thought about stuff like that before I got her in game, but then it all went out the window. So I have coded her as a normal enemy who happens to be effective at long range, but she doesn't do anything special. Cool effects like you mentioned could be added, but I would only do it for a specific project when I know what map areas it will be used in. Otherwise I think the extra work will be wasted.
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User is offline   Danukem 

  • Duke Plus Developer

#173

View Postsebabdukeboss20, on 09 February 2018 - 03:05 PM, said:

The Mega Octabrain boss:

Attachment megaoctabrain.png

Funny you guys talked about image splitter idea earlier. I imagined this boss could do such a thing.


I think this deserves to have a custom projectile with new art to go along with the awesome work you have done on the critter. I do a lot of recycling on projectile art from various projects, but it gets old after a while. Do you have any ideas about its attack?

Also, IIRC the regular octabrain has a "walking" animation which shows some tentacle and other movement as it floats, which I think is also kind of important.
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#174

I never tried playing with particles yet, but for the Megaoctabrain, I could. I felt like he deserves some fancy attack moves. Also I think the regular octabrain just floats about. But I'm not opposed to giving him a little "walking" to give it more life and creepy tentacles slithering about.

View PostHMNuke93, on 09 February 2018 - 12:45 PM, said:

Great spritework Sebab! Can't wait to see what's next,especially your rendition of the Zero Hour final boss. Speaking of the spin-offs bosses, i once did a crappy sprite remake of Moloch from Time To Kill (using ingame textures!) Maybe you can do better if you will and have time:

Posted Image


Is there a 3d model file of that somewhere?

This post has been edited by sebabdukeboss20: 10 February 2018 - 08:35 AM

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User is offline   Danukem 

  • Duke Plus Developer

#175

View Postsebabdukeboss20, on 10 February 2018 - 08:30 AM, said:

I never tried playing with particles yet, but for the Megaoctabrain, I could. I felt like he deserves some fancy attack moves. Also I think the regular octabrain just floats about. But I'm not opposed to giving him a little "walking" to give it more life and creepy tentacles slithering about.


The Octabrain actually does have a floating animation, as seen here:


Posted Image

It looks like the mandibles and tentacles move a little, but everything else stays the same.
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#176

Dan does have a point, these little movements go a long way of making the enemy look lively and flexible, which is what you'd expect from something shaped like a jellyfish.

Otherwise it would seem like the tentacles are rigid and frozen in place while it's moving. Otherwise, it looks really neat.
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#177

Hmm. Okay. The sprite sheet was working with originally didn't have all the frames then. All right, I'll make some movement sprites. You're right, it will look static without it. And I'll looking to make custom particles too.
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User is offline   Danukem 

  • Duke Plus Developer

#178

View Postsebabdukeboss20, on 10 February 2018 - 06:57 PM, said:

Hmm. Okay. The sprite sheet was working with originally didn't have all the frames then. All right, I'll make some movement sprites. You're right, it will look static without it. And I'll looking to make custom particles too.


Can you make it look like a bluish white ball of lightning? I'm imagining a projectile that moves slowly but will cause the player to get hurt by little tendrils of energy if he gets anywhere near it as it goes past. Then maybe a smaller version that is just a weak but faster normal shot, but when the octabrain fires the smaller one it shoots several at once and they spread in different directions.
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#179

Sounds good to me.
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#180

View Postsebabdukeboss20, on 10 February 2018 - 06:57 PM, said:

Hmm. Okay. The sprite sheet was working with originally didn't have all the frames then. All right, I'll make some movement sprites. You're right, it will look static without it. And I'll looking to make custom particles too.


Definitely looking forward to the updated version---if there's a way to code in a sort of "Force pull" attack like the DNF Octaking had, via CON files, that'd be effective, too.
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