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[REJECTED] Recolored Health items


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 Post subject: Recolored Health items
PostPosted: 08 Jun 2011, 12:27 
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Demon  Demon
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Joined: 14 Dec 2009, 16:35
Posts: 114
Location: Perth, WA
'Sup, dudes. How're things going on down in Groovetown?

I thought I'd submit these two items I made for an old project that most likely aren't getting used any time soon. Maybe someone else can get some mileage out of them.

"Megastim" Information:

Name: Megastim
Type: Health
Palette: Doom
Summon: megastim
Use Type: Instant
Duration: Instant
Added States: No
ACS: No

Submitted: Jimmy
Decorate: Jimmy
Sprites: Jimmy
Sounds: id Software
Idea Base: Stimpack

Description: An upgraded stimpack which not only recovers double the health of a regular stimpack, but can be used until 300% health is reached.

"Megakit" Information:

Name: Megakit
Type: Health
Palette: Doom
Summon: megakit
Use Type: Instant
Duration: Instant
Added States: No
ACS: No

Submitted: Jimmy
Decorate: Jimmy
Sprites: Jimmy
Sounds: id Software
Idea Base: Medikit

Description: An upgraded medikit which not only recovers three times the health of a regular medikit, but can be used until 300% health is reached.

Sprites:

Attachment:
MSTMA0&MKITA0.png
MSTMA0&MKITA0.png [ 1.5 KiB | Viewed 1753 times ]


Download Link:

Attachment:
megastim.zip [34.14 KiB]
Downloaded 88 times

Attachment:
megakit.zip [30.26 KiB]
Downloaded 73 times
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Last edited by Jimmy on 11 Jun 2011, 11:42, edited 1 time in total.

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 Post subject: Re: Megastim and Megakit
PostPosted: 08 Jun 2011, 15:12 
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Commander Keen  A rather ghastly dragon
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Joined: 11 Dec 2009, 20:01
Posts: 2661
The recolor's a bit gaudy. A sprite edit, like widening it and putting a different symbol, could look better.

But I like the idea.
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 Post subject: Re: Megastim and Megakit
PostPosted: 08 Jun 2011, 17:38 
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Demon  Demon
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Joined: 14 Dec 2009, 16:35
Posts: 114
Location: Perth, WA
Somethin' like this, then?

Attachment:
MSTMA0&MKITA0-2.png
MSTMA0&MKITA0-2.png [ 1.57 KiB | Viewed 1737 times ]


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 Post subject: Re: Megastim and Megakit
PostPosted: 08 Jun 2011, 18:15 
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Site Admin  Site Admin
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Joined: 11 Dec 2009, 18:51
Posts: 4269
Location: Germany
The redness hurts my eyes bad... it doesn't feel consistent with the other regular medikits.


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 Post subject: Re: Megastim and Megakit
PostPosted: 08 Jun 2011, 19:02 
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Commander Keen  A rather ghastly dragon
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Joined: 11 Dec 2009, 20:01
Posts: 2661
The M looks okay, but like Torm says, the red is still pretty bright. Try coloring it like the rocket boxes. Making it darker will imply a similar effect of the Berserk pack, but blue, green and red would seem too bright.


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 Post subject: Re: Megastim and Megakit
PostPosted: 09 Jun 2011, 00:54 
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Demon  Demon
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Joined: 14 Dec 2009, 16:35
Posts: 114
Location: Perth, WA
I honestly don't think the colors look that bad in-game. They're red to stand out, and also because they're really useful to come by in any situation due to their 300%-max healing properties.

I'll rezip the sprites tomorrow with some possible extra changes.


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 Post subject: Re: Megastim and Megakit
PostPosted: 09 Jun 2011, 19:44 
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Icon of Sin  Icon of Sin
Joined: 19 Dec 2009, 17:08
Posts: 1053
The original sprites look good to me, yes the red is gaudy but ingame it won't be displayed as fullbright most of the time. Also there's the Cacodemon...

Now all we need is an ultra-stim D:

Edit: Ok I messed around with the base sprites with GIMP to create these green health packs, the Doom palette is not kind to the green shading though :/

Would be cool to see Jimmy's original creations use the red striking red sprites, and perhaps the green ones could be for new health packs that act the same as standard ones but go beyond 100% limit up to 200%? Just an idea.


Attachments:
greenaid.PNG
greenaid.PNG [ 649 Bytes | Viewed 1675 times ]
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 Post subject: Re: Megastim and Megakit
PostPosted: 10 Jun 2011, 22:10 
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Demon  Demon
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Joined: 14 Dec 2009, 16:35
Posts: 114
Location: Perth, WA
I like that idea, Captain. :) We can sort of circumvent the palette issue with those sprites by having them as PNGs, though that might still look a bit gaudy in software. An alternative is to bump the contrast up and use a more saturated Doom palette, like this:

Attachment:
ultrakits.png
ultrakits.png [ 1.04 KiB | Viewed 1644 times ]


(The top sprites conform to the hell_x.wad palette, the bottom ones use the same colors but conform to the ordinary Doom palette.)

I'm still in favor of using my original sprites for the megakits/stims. Partly because I'm best at recolors and nothing much more. :V


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 Post subject: Re: Recolored Health items
PostPosted: 11 Jun 2011, 15:28 
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Demon  Demon
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Joined: 14 Dec 2009, 16:35
Posts: 114
Location: Perth, WA
I've added some extra stuff into this bundle, and I'm submitting all the items as one entry to the Item Store.

Included:
  • Megastim - Heals 20% up to 300%.
  • Megakit - Heals 75% up to 300%.
  • Ultrastim - Heals 10% up to 200%.
  • Ultrakit - Heals 25% up to 200%.
  • Ego Bonus - Heals 2% up to 300%.
  • Blood Bonus - Heals 5% up to 300%.
  • Life Bonus - Heals 50% up to 300%.

Attachment:
recoloredhealth.zip [111.35 KiB]
Downloaded 68 times


If there are any changes that still need to be made before approval, let me know. !:D


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 Post subject: Re: Megastim and Megakit
PostPosted: 12 Jun 2011, 04:25 
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Lost Soul  NULL ≠ TNT1
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Joined: 18 Jun 2010, 19:02
Posts: 193
Location: Iowa
Ghastly wrote:
Try coloring it like the rocket boxes.

These actually look really good in-game. Maybe a bit bright, but the red medikits and stimpacks aren't an eyesore.

At least for me they aren't.
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