Doom Komato assassin  (prototype) curvy female
by Puffolotti (2D Art, posted Monday, March 2, 2020 - 13:25)
Tags: komato, alien, doom, prerendered, ninja, assassin

This is perfectly usable, the various sections are complete and it should blend decently with original DooM monsters (Otherwise i wouldn't be publishing it)
But i'm not yet finished designing the standard in proportions and lightning for all the monsters in the collection, so it is possible that this komato assassin might look a little different from the batch that will follow in the next days, if put together with them. But who knows, it might improve the overall effect, as i'm not sure it will blend together with the definitive komato monsters, it might just look fine.

The prototype of a monster class/rank/family will be used as reference also to collect and give instruction on how to "use" the following batch.
As suggested above it might anyway be useful in other DooM mods, as background object, and as i will explain later, the directions east and west can be used in scrolling beat 'em up.
The 6th preview file Combo1 is an animation to show a possible way to add lightsabres persistence effect to the cels, this will be easier to do using the sequence as reference, rather than the spritesheet, but in future i might create a tutorial on how to add such effects in ASEprite. Those cels are without effects.
This set contains 694 cels for 8 directions, the definitive version will contain some more. Considering a monster for doom usually uses from 20 to 40 cels, i'm confident this prototype already offers remarkable flexibility and possible variations.
Perhaps such a big number of cels might be a little confusing, so i'll try to explain how to rip it to be used in Doom or such.
For the automatic tools, Cels are 177X122 pixels
The following indication refers to each of the 8 directions, for practical reasons i didn't prepare 3 distinct series according to the weapons in assassin's hand
There are some sequences with 2 sabres, some with pistol, some with pistol and sabre, some without weapon, and a fifth class that i called Zatoichi, because the various cels can be used in the other categories, but represent an instant switch.
An indication can be found in the preview image "Armament"
Following such indications...
Every programmer can decide if they want to create different foes that always use 1 armament or if create foes that switch between combinations.
About the actions, the preview image "Sideview" might help read the following list.

0-116 mishellaneous basic cels (with w sabres, 2 handed pistol, pistol+sabre) (63-119 are a complete character with 2 handed pistol)
117-128 flip kick (pistol and sabre)
129-144 Throw grenades (Either hand)
145-161 Falling punch (without/with sabre in hand)
162-278 hands free (friendly)
279-369 extra mobility (pistol+sabre)
370-460 extra mobility (2 sabres)
461-540 Ninjaish attacks
541-545 Surrender the weapon (the monster will probably generate a weapon or bullets)
546-580 Extra dodge (pistol + sabre)
581-615 extra dodge (2 sabres)
616-693 dodging and fighting hand free

It might be more clear in the file "8 directions Sequence" rather than the huge spritesheet. That file can be cut by simply removing the cels that aren't needed for the monster, export to spritesheet what remains and then cut it (177x122, as said above) Rinse and repeat for monsters with other actions.
Also, altough this sprite is supposed to work for Doom mods or such, i saved 2 files (Spritesheet-Sideview) that can be used in scrolling beat 'em up as they are.
The definitive versions may come with slighly better quality
I do not intend to create an entire batch of doom monsters in Irai render engine, but i might add as a bonus east strip as bonus character for beat 'em ups such as golden axe or final fight The preview image "Horizon approaching" is referred to such bonus sprites (wich are complete sprites.)
The files labeled "Bonus" don't belong to the batch but they are complete spritesets.
The sequence comes along in 8 bits with own palette, and i'll add a zip file containing the raw rendered cels in 32 bits
P.S. Not to mention the 2 galactic bombenhagens.
P.P.S. What is a galactic bombenhagen? Well, is synonimous with "Atomic baltic launchers", if you don't know what "a couple of twin atomic baltic launchers" is...
...Then go to her and ask nicely: "I see your sabres, your pistol, your teleport control unit, your utility belt with mines and grenades... ...but... ...I can't figure this out: where are you hiding the galactic bombenhagens?"
Get lucky or get dead ;)