Commit graph

403 commits

Author SHA1 Message Date
mc776
f1c0ef30f3
sprites: new tech pillar and small tech lamp. 2023-09-09 16:54:01 -07:00
mc776
d8c5c10ef6
sprites: incorporate key shape into card greeble. 2023-09-09 14:59:35 -07:00
mc776
3f897a6af4
graphics: make yellow keys (mostly) yellow.
Closes #1103.
2023-09-09 14:13:47 -07:00
mc776
4ae40eb6cf
Merge branch 'freedoom:master' into bigpuff 2023-09-08 20:29:32 -07:00
mc776
efdd7de2ee
sprites: Shotgun redraws/recolours by Korp. (#1085)
PASG HUD sprites are Blastfrog's originals with significant modifications.

DBSG HUD sprites are Fredrik's originals with not *as* significant modifications but I believe the wires are new. (Did Rei do those?)

PASG pickup sprite is my edit of the current one. (Removed the stock because the guns give a lesser sense of recoil now, and the pump animation makes way more sense if you assume the gun is not shouldered; also I didn't feel like adding a stock to the DBSG pickup for consistency.)

DBSG pickup sprite is my edit of Z86's original.
2023-09-08 20:24:28 -07:00
mc776
663a053072
sprites: new blood to match the new puffs. 2023-09-06 23:47:56 -07:00
mc776
5e5f5d2c41
sprites: actually revert PUFFA0. 2023-09-06 23:08:57 -07:00
mc776
ddf23a8802
sprites: new puffs.
Originally by Korp, edited by me for size and balance.
2023-09-06 23:03:47 -07:00
mc776
c11acd6009
sprites: new fist. (#1046)
Used #1031 as a ref but otherwise entirely hand drawn.
2023-09-03 08:30:30 -07:00
mc776
4e94ffcc65
sprites: new backpack by Cascade. (#1086) 2023-09-02 09:08:43 -07:00
Simon Howard
d6c0c1b027
sprites: Improve the skull on the skull column (#1090)
The skull that was here before was kind of a joke from the early days of the project, when it was the only skull graphic we had and used it everywhere to ridiculous extremes. Here I've replaced it with a shrunk-down version of the M_SKULL graphic used on the main menu, with some minor tweaks (the skull looks sadder than the menu one).

The new sprite is two pixels taller than the old one.
2023-08-30 17:21:58 -07:00
mc776
a12ed30d5d
Merge pull request #1064 from mc776/evileye
sprites: new evil eye.
2023-08-13 10:20:04 -07:00
mc776
f94292ec50
sprites: slim down FSKUs. 2023-08-13 10:06:32 -07:00
mc776
2d24ff4423
sprites: crush CEYEB0. 2023-08-11 22:31:34 -07:00
mc776
8637f226ed
sprites: make green CEYE pixel change.
That one pixel would stay weirdly constant throughout the animation. This makes it darken on the B.
2023-08-11 22:29:29 -07:00
mc776
40298c08f2
sprites: new skull rock.
Also editing the BFG room in Map11 to use evil eyes again because neither this nor any id-like skull rock could have possibly matched anything in that room.
2023-08-11 22:21:09 -07:00
mc776
f2ee5927e0
sprites: new evil eye.
Based on the current "skull rock".
2023-08-11 11:51:31 -07:00
mc776
e2ab397c31
sprites: add Cascade's pickups (etc.). (#1059)
* sprites: add Cascade's pickups (etc.).

Incidental upgrades to a couple other sprites to better match this higher-contrast style.

Took the opportunity to fix the scaling on the missile projectile and give it longer, simpler-looking fins.
2023-08-08 21:36:50 -07:00
mc776
a3dbe95ff3
sprites: add Korp's minigun edit. (#1041)
* sprites: add Korp's minigun edit.

I've shrunk down the flash to make it more consistent with the pistol and PEW (it's actually still much too big relative to the pistol and shotgun but at least it doesn't look jarringly distracting and obscuring the target), and made a few tiny adjustments to the weapon body to deal with some palette issues.

* sprites: fix CHG* offsets.
2023-08-03 14:20:26 -03:00
Steven Elliott
57246cae8f
png: Map color 255 to color 133 (#1003)
Since color index 255 is a special transparent color in some game
engines color 255 has been mapped to similar color 133 using make
target 'fix-legacy-transparency-pngs'. The images have also been
normalized with make target 'fix-deutex-pngs'.
2023-07-16 23:14:24 -07:00
mc776
a2998aae7f
sprites: flatten necromancer corpse. 2023-07-15 11:03:45 -07:00
mc776
383fb42c45
sprites: fix up barrel and octo deaths.
The base of the barrel remained consistent in its last two frames, causing it to seem very static and unaffected before suddenly disappearing. This adds a bit more of a gradual disintegration.

The octaminator has a few fixes:
- the tentacle suddenly appearing behind it in the final frame didn't look right. It's been reduced and a hint of it is given in the preceding frame.
- the antepenultimate frame show the right shoulder falling much further to the side than the frame after it shows. That arm is moved closer to the centre.
- got rid of some of the pillow shading on the right front tentacle-leg in the last two frames.
2023-07-12 22:19:50 -07:00
mc776
e0dde7911c
sprites: add polaric flash lighting to body. (#955)
The pre-#708 sprites had a visible blue glow on the brown foregrip and the grey was a little lighter at least on the B frame.
2023-05-03 19:24:56 -03:00
mc776
89f870397a
sprites: remove white trim from red armor. (#943)
* sprites: remove white trim from red armor.

Also fix a shading issue near the bottom of the lit-up yellow armor frame.

* sprites: correct ARM2 top perspective.

also darken some shadow lines for better readability.
2023-04-30 07:35:36 -03:00
mc776
c0e641f238
sprites: remove redundant necromancer angles. (#936)
Also fix the offset in frame X.
2023-04-28 20:29:44 -03:00
mc776
f8f860df83
sprites: polaric upgrade; sprite offset fix. (#947)
* sprites: polaric upgrade; sprite offset fix.

The current pickup sprite looks pretty much exactly like what one might expect from drawing fanart of the id plasma rifle from memory. I've changed what I could while still remaining consistent with (and hopefully becoming more consistent with) the HUD sprite.

Since the gun shoots straight forwards I've also made the flash symmetrical - along with the projectile itself (but not *too* symmetrical). This does help address #932 a bit, but if anyone's got a better design I'm all eyes.

The blue flare along the top "spine" of the gun looked a bit janky on the left so I've smoothed it out a bit. The blue also lingers a bit in the B frame.

With all the ongoing news a lot of FPS player types will be following about artillery logistics in the IRL war, the use of "cannon" referring to this short handheld PDW is aging even more poorly than Doom's "clip". The best word I can think of as a substitute happens to result in an acronym I think we might as well lean into.

I've also adjusted some other projectile sprite offsets - my last attempt at fixing them actually placed the sprites a little too high.

* sprites: smooth out some jank left by paletting.

* sprites: do polaric flash as well.
2023-04-28 20:19:31 -03:00
Simon Howard
ae70321322
Merge pull request #919 from shinobody/armorred
New basic armor and edited armor bonuses
2023-03-29 09:44:37 -04:00
Shino1 / shinobody
c39f387596 Tweaks to offset and filesize
Changed the sprite offset to better work in OpenGL ports and mc776 re-compressed the sprites for smaller file size.
2023-03-23 23:40:56 +01:00
Shino1 / shinobody
aa16ac303b New basic armor sprite and edited armor shards
Changing armors to match the new color scheme.
Basic armor is yellow (since no armor is green and big armor is red)

Also reshaded the new red armor shards to look nicer.
2023-03-23 01:11:26 +01:00
mc776
b26a2edc8b
sprites: reshade SHTGA0.
If you look at the C/D sprites, you'll see:
- the back of the gun
- the barrel shroud
- the notch thingy in the middle of the barrel shroud
- the raised tapered thingy holding the front sight post

If you look at the A sprite, you'll see:
- the back of the gun
- the notch thingy
- the back of what appears to be a large straight thing *flaring outwards and forwards* from the barrel
- what could, in this context, either be the raised tapered thingy holding the front sight post, or a continuation of the flare-out part of the barrel shroud/flash hider

Hopefully this edit makes it a bit more clear where the barrel shroud part actually is, and feels more like a gun than an indistinct sequence of metal cylinders.
2023-03-19 00:10:17 -07:00
Steven Elliott
e402be1502
Merge pull request #908 from mc776/deleteoldskel
sprites: delete old SKEL frames.
2023-03-18 18:12:46 -04:00
mc776
b747a57994 sprites: delete old SKEL frames. 2023-03-18 17:58:42 -04:00
mc776
a874b1d0e7 sprites: make pain lord bleed red. 2023-03-18 17:55:57 -04:00
mc776
2d51093722
sprites, sounds, manual, dehacked: add Octaminator 2023-03-11 17:01:54 -08:00
mc776
1523cf7535
sprites: fix minigunner loop. (#899)
The looping sprite different size vanilla bug strikes again!

This one's unnoticeable if you look at the offsets or test on even ground, but *painfully* obvious when the minigunner is firing at something to the side while standing on a ledge - it'll just shift back and forth drastically every frame.
2023-03-11 20:10:33 -03:00
mc776
5a5fbb8a5f
sprites: adjust minigunner perspective. (#889)
Also changes the colour of the bullet belt to better match the current minigun pickup sprite.

Removes some lines of empty pixels and lowers the 4/6 sprites to better match the other angles.
2023-03-10 20:18:37 -03:00
mc776
bf9a4495f5
Merge branch 'freedoom:master' into newhealthpickups 2023-02-23 08:26:30 -08:00
mc776
7000b46327
sprites: upgrade rockets. (#876)
The little panel thingies now flip out into stabilizing fins.

The weird yellow grooves (too short to really work as fins) are reinterpreted as a warning stripe trim, similar to what we see on the launcher.

Fixed up the implied shape of the box top.
2023-02-23 11:41:28 -03:00
mc776
a7f7114adf
sprites: upgrade health pickups.
Korp's medikit and stimpack as shared on the Discord, recoloured to use the Doom palette.

The health bonus originally started out as my recolour of Korp's green bottle to give it the same yellow colour coding as the hyperdrive sphere. (If it looks too much like the medical pickups the health going over 100% looks like a bug.) The design I ended up with is inspired by Pac-Man's dots and Unreal's health plants.

The berserk is reshaded and given a similar cylindrical look to the stimpack. The face is no longer a human skull but something more alien.
2023-02-22 09:57:25 -08:00
mc776
de0ecc210e
sprites: make armor bonuses red instead of green. (#861)
They used to be red a long time ago and GZDoom's lights definitions still use red for them.

This works because Freedoom's MegaArmor is also red, which gives us this natural color coding that red = get armor above 100.
2023-02-19 19:40:41 -03:00
mc776
d5750a0560
sprites: better match shotgun pickups to hud. (#872)
The barrel shroud on SHOTA0 has been off model for a long time - I didn't really want to touch it back in 2019 because I wasn't really sure what was even going on in the sprite, but now that I've been looking at the shotgun a lot more it's pretty clear it could be improved.

Also made the shells in the stock wider and looking a bit more like what we see in the shell pickup. (This entire thing had actually started off as a simple attempt to change the colour of the shells to the olive green the shell pickup uses.)

The SSG pickup has also felt "off" to me for a long time, but couldn't really put my finger on it other than "the foregrip's too big and i don't like it". Turns out if it "really" were that big you should see it in at least one of the reloading frames.

The raised rear... bead? peg? was also implemented and the vents on the end of the barrel made a bit further apart to factor in the foreshortening of the HUD sprite.
2023-02-19 13:49:23 -03:00
mc776
1790634769
sprites: [BUGFIX] make torch frames the same size. (#870)
Currently the sprites are all cropped to exactly as much as needed. Apparently this has some really bad side effects with the animations.

To check: warp to Map29 in vanilla and take a couple steps back. Expected: solid parts of torches stay perfectly still except for the shifting lights on them. Actual: torches jitter and twitch.

Making every sprite in each loop exactly the same size gets rid of this problem.
2023-02-17 08:52:43 -03:00
mc776
8d8da049f7
sprites: new armour pickups. (#860)
* sprites: new armour pickups.

At this point they're not really just "vests" anymore so I've changed the pickup message as well.

* sprites: darken armor pickup shadows.

The darkest bits were far too light, making the sprites look floaty and billboardy compared to typical (Free)Doom assets.
2023-02-14 11:13:57 -03:00
mc776
c307a1268a
sprites: new impaled twitch zombie.
Mostly just for the new boots.
2023-01-14 17:13:21 -08:00
mc776
5447c1430e
sprites: revise burning barrel.
Addresses #850.

Totally redrawn yellow flame - (roughly) symmetrical and able to be used for generic fires as it is on many Doom maps as well as Freedoom's own Map16.

Replace the pillow shading, made the barrel taller, and remove the blue trim which doesn't really work with the yellow flame anymore.

Add some shifting highlights to the barrel body.
2023-01-01 09:04:15 -08:00
mc776
394537f216
sprites: new torches. (#848)
* Squashed commit of the following:

commit 7c4bad1306
Merge: a9027612 c6b27ac4
Author: mc776 <24984517+mc776@users.noreply.github.com>
Date:   Wed Dec 14 23:28:36 2022 -0800

    Merge branch 'freedoom:master' into map27dmstart

commit a902761217
Author: mc776 <24984517+mc776@users.noreply.github.com>
Date:   Fri Dec 2 23:42:50 2022 -0800

    levels: remove extra DM starts; fix zerk door.

commit ab9b5b64c5
Author: mc776 <24984517+mc776@users.noreply.github.com>
Date:   Thu Dec 1 08:39:16 2022 -0800

    map27: add more deathmatch starts.

    Also create a door out of the berserk pack room.

    Addresses #806.

* sprites: new torches.

Add visible stand at bottom; make tall torches the same for more similar proportions and aesthetics to id.

Trilobite head courtesy of Craneo.
2022-12-19 15:42:28 -03:00
Xindage
72174a75c1
Merge pull request #803 from basedSkeleton/master
Update old gore sprites
2022-10-17 07:03:09 -03:00
Steven Elliott
9a8b5c96c8 sprites: Fix offsets for gore sprites
Fix the offsets for sprits/gor[25]a0.png both in buildcfg.txt and in
the grAb chunks in the PNGs.
2022-10-15 18:36:03 -04:00
Simon Howard
3e8b0bdae3 Change skull key colorblind patterns to match keycards.
The idea here is that the horns on the skulls indicate the same shapes
as those used for the keycards:

* Blue: X shape
* Red: Horizontal (horns point horizontally atop head)
* Yellow: Vertical

In order to do this I color-swapped and exchanged the graphics for the
red and blue skull keys. This commit updates the skull key sprites,
status bar key icons and the skull key wall textures. As well as as the
color swap, I've also tweaked the skulls to increase emphasis on the
horn directions.
2022-08-13 15:37:19 -04:00
basedSkeleton
b2854f3aa2 Change the sprite to look like the new shotgunner 2022-07-28 06:55:01 -04:00