:Name: Pain Elemental design
:author: Wesley Johnson
📅 4/11/2012
:version: ver 5
::END
email: john <obfuscate> son 2412 <@> usgo <dot> net
Pain Elemental complete Sprite set.
Custom designed for FreeDoom, for compatibility with existing FreeDoom sprites.
With wadinfo.txt
- Description:
Pain Elemental consisting of green metal mesh, with seven flaming
heads inside.
The largest head (red) exits to becoming attacking head.
Dies with green burning mesh.
DW: http://www.doomworld.com/vb/post/1067901
Signed-off-by: RjY <rjy@users.sourceforge.net>
Sodaholic writes:
>Dunno if this is going to be considered to be in poor taste, but here's
>a Commander Keen replacement I threw together today. (for the record, I
>love cats, and this is just a joke)
>fraggle said:
>>This is all your own work, right? You drew the cat and the rope
>>yourself?
>Absolutely, every single pixel of the animation was done from scratch
>in about an hour.
>fraggle said:
>>This is a completely original character, right? It's not a depiction
>>of a cat from a cartoon, video game, webcomic, or anything like that?
>Completely original, it's just a generic cat, not any specific one.
DW: http://www.doomworld.com/vb/post/1061751 ,
http://www.doomworld.com/vb/post/1062431
Acked-by: Simon Howard <fraggle@gmail.com>
Signed-off-by: RjY <rjy@users.sourceforge.net>
Sodaholic writes:
>Due to the nature of the engine's sprite flipping, the Imp was often
>misaligned in many rotations, only way to fix it being to add
>horizontal "padding" to the image. So, that's just what I did. With
>this patch, the Imp will be correctly aligned when being viewed from
>angles 6-8.
DW: http://www.doomworld.com/vb/post/1052790
Signed-off-by: RjY <rjy@users.sourceforge.net>
Sodaholic writes:
>Fixed minor visual inconsistencies in the existing new medikit, made a
>berserk pack version, and did a new stimpack.
DW: http://www.doomworld.com/vb/post/972742
Signed-off-by: RjY <rjy@users.sourceforge.net>
Edited together from existing TROO* and SPOS* sprites.
Modifications:
- convert PNGs to GIFs (TROO[N-P])
- symlink TROO[Q-U] which are identical to corresponding SPOS[Q-U]
- update buildcfg.txt using SPOS sprite insertion points as a guide.
Signed-off-by: RjY <rjy@users.sourceforge.net>
Boss monster "Devourer" by Ulises Lozano, A.K.A. "Urric Hammersong",
made in Mexico.
Modifications made:
- Catoptromancy:
- sprites renamed to fit cyberdemon
- RjY:
- convert to .gif with doom palette
- updated symlinks and buildcfg.txt
Signed-off-by: RjY <rjy@users.sourceforge.net>
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
:Name: Spider Demon design
:author: Wesley Johnson
📅 4/2/2010
::END
email: john <obfuscate> son 2412 <@> usgo <dot> net
Spider Demon complete Sprite set.
Custom designed spider demon for FreeDoom, to match other existing
FreeDoom sprites.
This has a unique set of sprites, so cannot use old wadinfo.txt.
Contains files:
spid.txt this file
/sprites directory of all ppm files
wadinfo.txt deutex wadinfo, for only the spid sprites
- Description:
Spider demon with 8 mech. legs, 4 arms, machine gun.
[ RjY: graphics converted to gif with cyan background, symlinks added,
wadinfo.txt appended to spid.txt which can be found in sprites/wesley/
Note: every frame is separate - could maybe use optimization? ]
Signed-off-by: RjY <rjy@users.sourceforge.net>
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
'Over' is an equivalent option to 'src-over' for composite, introduced
at some point before Imagemagick 6.x.
The 'graphicsmagick' fork of Imagemagick provides a (supposedly)
compatible imagemagick interface, but lacks the (older) 'src-over'
composite type.
Using 'Over' means you can build with imagemagick or graphicsmagick.
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
A few of the hellknight's frames were being mirrored the wrong way.
Thanks to Wesley Johnson for the report:
http://www.doomworld.com/vb/freedoom/49402-hell-knight-bug/
Signed-off-by: RjY <rjy@users.sourceforge.net>
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
Explosion animation is derived from the barrel explosion animation
(bexp*). The lost soul pain frame (skule) is currently identical
to one of the normal/attack frames (skuld).
Signed-off-by: Simon Howard <fraggle@gmail.com>
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
add some missing skel angles
remove scuba's demon (old)
fix rev -> imp mapping. Although it's only half-fixed and it looks like the
revenant is doing the moon-walk sometimes.