I made these better sprites for the SKAG projectile. The ball is made from scratch, and the impact is modified from the current one.
Co-authored-by: Xindage <xindage@gmail.com>
* sprites: Tweak the PISG sprites
* Tweaking the PISG offsets
* Properly palletted sprites
* Minor fix for PISGA0
Add lighting effects for firing animations alongside minor improvements.
Recenters the pistol offsets due to the newer sprite edits.
Old green slime bricks preserved as SLIME13A and BRICK13A.
Map11 tweaked slightly to take advantage of both; also fixes the torch light effect in the octaminator zombie ambush and adds a big vent grate to that blank wall.
Something that's bothered me for a while now: the hatchling dies, it slowly oozes blood and crumples, the fireball explosion sound plays in the middle of all that bleeding and crumpling, then it slow-motion explodes in total silence.
Part of this the problem with the way the lost soul death is hard-coded - 6 tics per frame is just way too long for any decently snappy explosion. At best we can have like 2 actual "exploding" frames and the rest is just the bits floating in midair slowly fading away.
This PR skips the bleeding frames entirely in favour of what looks like a failed attempt at getting in one last attack, then a quick explosion right on the A_Scream frame followed by a few frames of that ring of glowing gore bits fading into nothing.
A similar issue to the hatchling death animation exists with the octaminator projectile as well. The lines coming out of the current B frame still imply an explosion rather than a lingering cloud of debris.
The recent two-handed sprite update raised the sprite further up the screen - which looks good, except the gun now looks like it's pointing somewhere above the center line of the screen.
This flattens the A frame out a bit. B is left as-is as it just ends up looking like recoil when you shoot.
I found the line a little distracting and tried doing this, and other people mentioned how they found this looked more punchy than the current (in a good way) so here it is.
There is no reason whatsoever for the worm to have 8 rotations separately defined on any of its animations.
The tripod unlike the cyberdemon (or large technospider) is fully symmetrical as well.
I'd suggest doing this for the zombieman since no one's going to notice anyway, but I'm not the one who had put the work into those additional rotations.
PASG
- Palettization left some weirdly brightly saturated green pixels on highlights. Changed them to olive manually.
- Embiggened the arm slightly to better match the fist.
- Darkened the arm slightly on the A frame to better match the mugshot, etc..
- Made the flash a bit brighter in the inside and less spiky at the top, to minimize the impression of a single blotch of red.
DBSG
- Added more contrast to the hand and shells.
- Cleaned up some stray pixels on the right edge.
- Mad the flash shorter vertically and made the peaks a little inward following the path of the guns instead of shooting straight up from just in front of the muzzle.
My edit of Magnolia's edit of Korp's original bottle sprite. I think this strikes the correct balance of sharing the same symbolism as the other non-Special health pickups while diegetically looking like something fundamentally different enough to justify the different behaviour.
The way the part of the sprite right under the flames was evenly lit made it feel like something other than a light source.
I tried making the top of the central column lit on either side but it didn't look right at all so it's a third flame now.
Added a rear sight notch.
Made a bigger flash based on the minigun, scaled in proportion to how much space the (imputed) barrel of each weapon view takes up on the screen.
Adjusted the offsets so there isn't quite as much movement with the trigger pull - that weird whole-arm jerk was a mistake from id that we need not emulate, and reducing the movement helps bring out the way the slide actually moves back in the C frame.
Adjusted the shape of the hand so there wasn't that awkward sudden perfectly straight line down the thumb side.
Made the light fade out after each shot instead of just blinking.
Adjusted the minigun's offsets to better center it.
A lot of visual details tend to get lost on them when you can't see them up close in vanilla (can't look down).
Also some maps targeting id actually use specific things about these offsets...
> The massive brutes collapse onto the ground, falling apart bit by bit. The starport is yours.
Semi-iconic stylized shot of the tripods dying on either side of the lift, the plasma room blue thing opening as a gate, revealing... something...
> You kick the corpse in anger, and it feels good. You kick it again, and a remote falls out. You press the button, and the ground gives way to reveal a teleporter.
Pan from the visibly smoking technospider corpse amidst the scorches and bullet holes to reveal a new teleporter. Animation types out "TO BE CONTINUED..."
> The ship rumbles as she wakes up; you think of Earth as she lifts off.
A serpentipede shakes its fist at the Double Impact starry sky, now covered by the smoky star-capped column of the departing rocket.
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.
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.
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.