You know, I think this little experiment has actually shown me the way forward. It never occurred to me before that a way to reconcile course, pixilated wall texturing (eg; - doom) with high resolution sprites would be to draw the fucking pixels and let them deform at a higher rez.
It seems like an utterly retarded technique, but my god, it really works. High resolution, cell-shaded sprites that wouldn't look out of place against a standard 128 background texture.
Thanks. The sprites really work, the textures less so. It looks like Minecraft From Hell atm, so I'm either going to have to embrace that or figure another texturing method out. I might try faux-dithering.
If anyone knows any really high-contrast looking doom maps, could they post screenshots? Also looking for old-skool 16-colour VGA games that had good, uh, TEXTURES!! for want of a better word, mainly so I can steal their tech / ideas / shading methods.
There's also 8-bit CTF, a seizure-inducing multiplayer map pack designed to replicate the pixelated low color threshold of Atari, Colecovision, and Commodore64 type stuff. You may have to look for a link (there's a webblocker here at work that's preventing me from finding stuff easily.)
Couple of options for that in-game; for the slicing animation, if I could spawn a seperate translucent 1 frame sprite directly infront of the dwarf... think of it as a very limited range imp's fireball, and that's what does the damage.
The blood sprite would be replaced with the ZAP KERPOW, meaning it would only spawn when the player was actually hit.
This looks too good to not at least turn into something that can be played in some state, you've got a great visual style going here and the animation looks nice and smooth. The SHITs and FUCKs are definitely a nice touch and a separate translucent sprite being spawned might make it pop a bit more. Dithering and generally darker shades are probably going to be your best bet for making the textures easier on the sightballs. Occasional use of super bright neon colors will probably end up making them that much more effective - For example, in the screenshot above, maybe the 'grid' itself could be a dark shade of purple and the small crosses in the middle could go from white to the neon purple? Just throwing ideas around.
40oz And who knows, maybe I'm wrong. But that's extremely unlikely because I'm always right.
Just make a single complete map. It can be really a short and goofy arena with an exit attached to it. It doesn't even have to look good. It could be the start of some kind of collaboration project if someone really likes it and wants to continue to map for it.
If anyone wants to take a bash at making a decent looking room that compliments this style then be my guest, because I am actually pretty stuck. I think it should be possible, but I'm pretty shit at mapping.
Recolored Wolfenstein walls would be enough for me...to get started loving the style. Don't overthink it. Get something out (at least on your own hard drive) to look at, so you've got a reference point - somewhere to start. Hey, remember that old arcade game Dig-Dug? Dirt, grass, and rocks, baby! Oh, and SHIT! FUCK! I don't know why - it just seems to feel right with super simple earthy stuff. Or the underground cavey thing. I swear, I think if you're stuck, your over-engineering it (could be wrong, though - maybe you've got a masterpiece brewing upstairs...) Don't let me sway you, other than to say "SWEET!". Something about it reaches out and kicks your ass - in a good way.
DoomKid ASK ME ABOUT FRANK ZAPPA/YOUTUBE/ATHEISM/DEHACKED
Whoever we are, wherever we're from, we shoulda noticed by now our behavior is dumb
I have no fucking idea what snapchap is or if I would be gay for them. And it's not like I'm giving myself custom titles here, I'm not a mod, I'm a crusty old fart who has yoked himself to a perpetual rage machine. That's all.
Also, go read some Hunter S for some truly exemplary uses of the word Savage. If someone thinks that I'm a fucking savage (read - primordial), then I'm inclined to agree with them.