Duke 3d Enemy and Character Sprite Variants "Sprite variants I drew for fun"
#211 Posted 13 February 2018 - 06:37 AM
#212 Posted 13 February 2018 - 06:54 AM
Mike Norvak, on 13 February 2018 - 06:37 AM, said:
If you could palette swap the green to red, it would look exactly like the thing.
#213 Posted 13 February 2018 - 07:08 AM
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.
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
#214 Posted 13 February 2018 - 07:53 AM
sebabdukeboss20, on 13 February 2018 - 06:54 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.
#215 Posted 13 February 2018 - 08:36 PM
Awesome sprites btw. These will be very useful.
#216 Posted 14 February 2018 - 09:17 AM
Mike Norvak, on 13 February 2018 - 07:53 AM, said:
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.
#217 Posted 15 February 2018 - 05:45 AM
http://www.comicextr.../chapter-Full/8
#218 Posted 15 February 2018 - 06:14 AM
sebabdukeboss20, on 14 February 2018 - 09:17 AM, said:
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
#219 Posted 15 February 2018 - 07:48 AM
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.
#220 Posted 15 February 2018 - 08:16 AM
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
#221 Posted 15 February 2018 - 10:11 AM
jet_nick, on 15 February 2018 - 05:45 AM, said:
http://www.comicextr.../chapter-Full/8
sebabdukeboss20, on 15 February 2018 - 07:48 AM, said:
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
#222 Posted 15 February 2018 - 10:22 AM
This post has been edited by Fantinaikos: 15 February 2018 - 10:24 AM
#223 Posted 15 February 2018 - 10:26 AM
Fantinaikos, on 15 February 2018 - 10:22 AM, said:
I'm curious to see the style of sebabdukeboss20, his works are of a high standard
#225 Posted 15 February 2018 - 09:08 PM
#226 Posted 16 February 2018 - 12:27 AM
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.
#227 Posted 16 February 2018 - 06:46 AM
Trooper Dan, on 16 February 2018 - 12:27 AM, said:
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.
#228 Posted 16 February 2018 - 06:58 AM
sebabdukeboss20, on 16 February 2018 - 06:46 AM, said:
Someone made a jumping Emperor sprite sheet---if you want flying sprites from multiple angles, you could try to adapt that.
Fantinaikos, on 16 May 2013 - 03:06 PM, said:
Battlelord Jump&Crouch.png
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!
#229 Posted 16 February 2018 - 08:26 AM
#230 Posted 16 February 2018 - 11:50 AM
Fantinaikos, on 16 February 2018 - 08:26 AM, said:
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.
#231 Posted 16 February 2018 - 11:22 PM
This post has been edited by sebabdukeboss20: 16 February 2018 - 11:28 PM
#232 Posted 17 February 2018 - 02:07 AM
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
#233 Posted 17 February 2018 - 06:14 AM
sebabdukeboss20, on 16 February 2018 - 11:22 PM, said:
armoredpig.png
See him in action thanks to Trooper Dan:
And an updated Mega Octabrain:
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.
#235 Posted 22 February 2018 - 02:25 PM
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.
#236 Posted 22 February 2018 - 09:46 PM
Here's the long awaited Bombshell. On the left are NPC animations and on the right are Player (Duke) animations.
Also updated Battlelord 1 and 2 variants. Someone pointed out some sprite errors.
#237 Posted 22 February 2018 - 11:17 PM
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)
#238 Posted 23 February 2018 - 06:13 AM
sebabdukeboss20, on 22 February 2018 - 09:46 PM, said:
Here's the long awaited Bombshell. On the left are NPC animations and on the right are Player (Duke) animations.
bombshell.png
Also updated Battlelord 1 and 2 variants. Someone pointed out some sprite errors.
battlelord1.png
battlelord2.png
VERY nice! And I see you followed my naming conventions for the two Battlelord variants....I thank you for using my suggestions.
#239 Posted 23 February 2018 - 06:58 AM
Trooper Dan, on 22 February 2018 - 11:17 PM, said:
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.
#240 Posted 23 February 2018 - 08:50 AM
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