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The idea was that it makes him look like he's moving faster. Most creatures in Doom only have a few frames of animation, and doesn't have many transitions. Your mod is smoother. Might be better - haven't tested it ingame yet. The diagonal, away and sideways animations for the creature are actually animated more like the way you've modded it, but I've so far preferred the sudden left-right swaps when viewing the creature from the front. He should be a fast mover by the time his functionality is done - popping fireballs and exploding like a barrel on expiration. Thanks for the new perspective - I might just end up using your mod as a base if it makes him look more coherent.
EDIT: You were on the money Hapiel - once I had the creature in-game, I realised I had to redo the frames. I ended up shifting the tail movements one more frame over, comparing to how you did it.
Nice sprite, you got the doom feel very well to it!
I was just wondering, why is the tail moving so funny? Its direction is mirrored every other frame, but since you have 4 frames you could mirror it every second frame instead and put some transition inbetween to 'smoothen' it out!
I mean like this:
Only the tail frames are now in a different order, the rest didn't change.
Yes, you are right, mine is walking backwards and yours is walking forwards now :). I am glad you fixed it, and understood the problem so well that you improved it better than I did ;)
Next time when you reply to someone on PJ, there is a tiny reply button beneath my message, if you click that before you post I would get notified that you had commented. Now I only checked here once I saw your new doom sprite (which looks great!)