Duke 3d Enemy and Character Sprite Variants "Sprite variants I drew for fun"
#181 Posted 07 February 2018 - 08:10 AM
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
#182 Posted 07 February 2018 - 08:20 AM
This post has been edited by MusicallyInspired: 07 February 2018 - 08:21 AM
#183 Posted 07 February 2018 - 08:57 AM
the first is a mechanical zombie.
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This post has been edited by jet_nick: 07 February 2018 - 08:57 AM
#184 Posted 08 February 2018 - 08:13 PM
Cleaned up a few sprites, particularly the front walking sprites and added a few frames here and there.
#185 Posted 08 February 2018 - 09:14 PM
sebabdukeboss20, on 08 February 2018 - 08:13 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.
#186 Posted 09 February 2018 - 06:27 AM
Trooper Dan, on 08 February 2018 - 09:14 PM, 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.
#187 Posted 09 February 2018 - 06:59 AM
In addition an even dangerous stealth version of her that turns invisible like Assault Captain would make sense.
#188 Posted 09 February 2018 - 11:42 AM
sebabdukeboss20, on 09 February 2018 - 06:27 AM, said:
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.
#189 Posted 09 February 2018 - 12:08 PM
Fantinaikos, on 09 February 2018 - 06:59 AM, said:
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.
Fantinaikos, on 09 February 2018 - 06:59 AM, said:
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.
#190 Posted 09 February 2018 - 12:39 PM
Quote
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
#191 Posted 09 February 2018 - 12:45 PM
This post has been edited by HMNuke93: 09 February 2018 - 12:53 PM
#192 Posted 09 February 2018 - 12:58 PM
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
#193 Posted 09 February 2018 - 02:05 PM
#194 Posted 09 February 2018 - 02:15 PM
#195 Posted 09 February 2018 - 03:05 PM
Funny you guys talked about image splitter idea earlier. I imagined this boss could do such a thing.
#196 Posted 09 February 2018 - 03:07 PM
sebabdukeboss20, on 09 February 2018 - 03:05 PM, said:
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 !!!
#197 Posted 09 February 2018 - 06:15 PM
Jblade, on 09 February 2018 - 02:05 PM, said:
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.
#198 Posted 09 February 2018 - 06:17 PM
sebabdukeboss20, on 09 February 2018 - 03:05 PM, said:
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.
#199 Posted 10 February 2018 - 08:30 AM
HMNuke93, on 09 February 2018 - 12:45 PM, said:
Is there a 3d model file of that somewhere?
This post has been edited by sebabdukeboss20: 10 February 2018 - 08:35 AM
#200 Posted 10 February 2018 - 12:13 PM
sebabdukeboss20, on 10 February 2018 - 08:30 AM, said:
The Octabrain actually does have a floating animation, as seen here:
It looks like the mandibles and tentacles move a little, but everything else stays the same.
#201 Posted 10 February 2018 - 01:15 PM
Otherwise it would seem like the tentacles are rigid and frozen in place while it's moving. Otherwise, it looks really neat.
#202 Posted 10 February 2018 - 06:57 PM
#203 Posted 10 February 2018 - 10:16 PM
sebabdukeboss20, on 10 February 2018 - 06:57 PM, said:
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.
#205 Posted 11 February 2018 - 08:41 AM
sebabdukeboss20, on 10 February 2018 - 06:57 PM, said:
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.
#206 Posted 11 February 2018 - 12:07 PM
Major Tom, on 11 February 2018 - 08:41 AM, said:
I added that feature to certain Octabrains in DukePlus as of November 2008 (3 years before DNF released). I suppose I could do an improved version for a super octabrain, but I dunno. It's the kind of thing that can work well in a staged battle but can be very annoying and possibly glitchy if it can happeny anywhere.
#207 Posted 11 February 2018 - 01:47 PM
sebabdukeboss20, on 10 February 2018 - 08:30 AM, said:
Is there a 3d model file of that somewhere?
I created the sprite using a shrunk d64 cyberdemon, the i extracted the textures from the psx vram of Time To Kill, and edited them on photoshop, so no model used.
#208 Posted 12 February 2018 - 08:55 PM
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.
This post has been edited by sebabdukeboss20: 12 February 2018 - 08:58 PM
#209 Posted 12 February 2018 - 09:24 PM
sebabdukeboss20, on 12 February 2018 - 08:55 PM, said:
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.
Fancreepytastic!!! This is just so original an imaginative, it makes want to start planning a map around this single mechanic, the enemy gives the fempods and slimers a complete new dimension!
#210 Posted 12 February 2018 - 09:34 PM
Duke gets a distress call from a colony ship, he boards it and most of the crew is dead, his weapons and other gear go flying out an airlock in an "accident", then he has to deal with it. You know, the usual.
That reminds me. IIRC, a few years ago someone made a very nice map based on John Carpenter's The Thing -- but it had standard Duke enemies in it. This critter would fit right in if that were revised.