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>> No.1619974 [View]
File: 876 KB, 410x428, mk1_scorpion_animations_by_gabe687-d5582a3[1].gif [View same] [iqdb] [saucenao] [google]
1619974

Listen up, kids.

For those that (literally) crave for "HD sprites" for Doom, here's to ya.

*THIS* is HOW you do it. THIS is a good way (if not THE way) to create "high definition" frames for a sprite-based videogame which is that old. THIS, if it didn't gave it away, is an actual fan-made high-poly model of Mortal Kombat's Scorpion.

http://gabe687.deviantart.com/art/MK1-Scorpion-animations-311105163
http://gabe687.deviantart.com/art/MK1-scorpion-with-textures-264158281
http://gabe687.deviantart.com/art/Scorpion-Test-Your-Might-291822641

Go take a look at the smoothness and detail of the thing. All this effort made by this single dude...and you know for what purpose? MUGEN

http://www.youtube.com/watch?v=jxsWrHwdQTQ&list=UUhDa7-LeLEDuk7xkf7wHCbg&index=1&feature=plcp

Not only he did MK1's Scorp, he also did UMK3's Scorpion. If my memory serves me right; he's singlehandedly doing a MK fangame in MUGEN; since the latest (but not so recent) version of MUGEN there was support for HD sprites and scenery, and let me tell you, people saw this as a blessing from the sky, not only because it was an actual, "official" update of the engine after fucking EONS, but because there was a fuckton of works that weren't able to be enjoyed because of these limitations.

We do have, thanks to ZDoom, support for sprites which double the original size of the vanilla ones for a while now, but this doesn't make people go wild to create "HD sprites" for Doom, wanna know why?

Okay, here it is why: Because there's no actual NEED for hi-res sprites. Period.

Doom wasn't based on aesthetics, it never was. If it ever was, Carmack would've released an actual update of the engine to support looking up and down and he would've expanded the palette's limitations; I think you get the idea. Doom's core is how it plays.

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