The Spriting Dark Carnival

Modifying Blood's art for creative purposes.
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Blood of Nightmares
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Re: The Spriting Dark Carnival

Post by Blood of Nightmares » Tue Mar 26, 2019 6:24 pm

I've actually found some more:

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Source: https://forum.zdoom.org/viewtopic.php?f=37&t=63923

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Dead Reckoner
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Re: The Spriting Dark Carnival

Post by Dead Reckoner » Thu Mar 28, 2019 6:58 pm

Some "concept frames" I made for monster ideas when I was bored years back.

Possessed armor
possessedarmor.png
possessedarmor.png (12.63 KiB) Viewed 8929 times
Resistant to fire damage, prolonged charging attack like Quake's knight. Restricted in the numbers and level themes it could be used in, might make for a good mini-boss.

Blob
jelly.png
jelly.png (18 KiB) Viewed 8929 times
Splits into smaller versions as it takes damage. Engulfs players, making them stuck in place as it deals damage, requiring rapid mashing of the use key to escape.

Werewolf
wolf2.png
wolf2.png (9.99 KiB) Viewed 8929 times
Very fast, hard-hitting. Functions on land much like a gill beast functions underwater. Can morph from civilians.

Wraith
wraith.png
wraith.png (35.41 KiB) Viewed 8929 times
Thought of it as a classic style rendition of Blood 2's death shroud.

Acolyte replacement
acolyte.png
acolyte.png (7.68 KiB) Viewed 8929 times
Having so many cultist recolors running around cheapens the vibe. Would be a lot better if at least one of them had its own unique sprites.

Blood 2 zealot
zealot.png
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Would behave much like the Blood 2 wizard. Strong magic attack, close range shockwave and teleportation. Flare gun fodder.

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Dimebog
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Re: The Spriting Dark Carnival

Post by Dimebog » Thu Mar 28, 2019 7:20 pm

I like the Wraith one, looks like it could be made into a simple sector-based boss hovering around. BLOOD doesn't have anything close to those greens in its palette so the sprite is not usable in its current form, and it also has alpha-transparency edges which BLOOD doesn't support either.

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Re: The Spriting Dark Carnival

Post by Dead Reckoner » Thu Mar 28, 2019 8:24 pm

Yep, I was being very liberal with the palette for most of them. The alpha effects were unintentional and probably the result of sloppy use of the blur or clone tool. Does any Build derivative have that feature like ZDoom which preserves the coloration of PNGs independently of color palette in-game?

At least for now we can speculate on how a phantasm would look with a ghostly green :mrgreen:
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phantasm.png
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Dimebog
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Re: The Spriting Dark Carnival

Post by Dimebog » Thu Mar 28, 2019 9:03 pm

It does, but you really don't want to mess with BLOODs colours. It instantly looks out of place when you add something like that. When you make sure you use the proper palette, the sprites suddenly blend in like they were always designed for the game instead of sticking out like a sore thumb.

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Dimebog
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Re: The Spriting Dark Carnival

Post by Dimebog » Thu Mar 28, 2019 9:10 pm

Case in point:

Your avatar with no discernible palette:
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Your avatar with the BLOOD palette applied:
73.png
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That one actually kinda works but there is still some diffusion patterning because those blues are also not really in the palette ranges. The green one turns REALLY dotty trying to emulate that green from blues and like, two drab greens.

Here's the palette if you want to use it:
bloodpal.rar
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Dimebog
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Re: The Spriting Dark Carnival

Post by Dimebog » Thu Mar 28, 2019 9:23 pm

Here's what happens with the green phantasm when converted to BLOOD's colours:

phantasm.png
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I enlarged it so you can see what I'm talking about when I say diffusion patterns. It's a consequence of a lack of colours in that particular range. Also, got that one stray white pixel i didn't remove by accident.

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NoOne
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Re: The Spriting Dark Carnival

Post by NoOne » Thu Mar 28, 2019 9:27 pm

I like werewolf a lot and wish if there full sheet available

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Dead Reckoner
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Re: The Spriting Dark Carnival

Post by Dead Reckoner » Thu Mar 28, 2019 9:45 pm

Dimebog wrote: Thu Mar 28, 2019 9:03 pm It does, but you really don't want to mess with BLOODs colours. It instantly looks out of place when you add something like that. When you make sure you use the proper palette, the sprites suddenly blend in like they were always designed for the game instead of sticking out like a sore thumb.
Good points on all. Thanks for the palette, I might try to redo some of them with it.

The werewolf is one of the simpler edits and a full rotation should be doable. I might even give it a go, but it will have to be without the shorts for now.

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Dzierzan
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Re: The Spriting Dark Carnival

Post by Dzierzan » Fri Mar 29, 2019 3:45 pm

Some of the most interesting sprites from Ultra Cripsy mod for Doom.

https://forum.zdoom.org/viewtopic.php?f=43&t=60612

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Dzierzan
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Re: The Spriting Dark Carnival

Post by Dzierzan » Fri Mar 29, 2019 5:35 pm


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Re: The Spriting Dark Carnival

Post by Dzierzan » Fri Mar 29, 2019 5:47 pm



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Re: The Spriting Dark Carnival

Post by Dzierzan » Fri Mar 29, 2019 6:17 pm

This guy comes from Wolfenstein Blade of Agony mod, so I guess I'll just drop a link to this mod (which is awesome BTW)

https://boa.realm667.com/

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Re: The Spriting Dark Carnival

Post by Dead Reckoner » Fri Mar 29, 2019 8:24 pm

Tried a monster from Warhammer with more frankenspriting :lol:

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Could also just be a giant bat.
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