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 Infamous-Like a flamethrower, but lightning! 
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Joined: Tue Nov 18, 2008 1:03 am
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Post Re: Infamous-Sprites inside need critisism!
thats looking pretty good, now make the attack kindof like a slow blunderbuss shot and we are going somewhere.


Wed Jun 10, 2009 4:07 am
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Post Re: Infamous-Sprites inside need critisism!
Here's the thing, lightning is fast, and it changes completely every second.
Try to make multiple frames, but start every frame new, without using the last frame as a reference. But gradually make it get longer.


Wed Jun 10, 2009 6:34 am
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Post Re: Infamous-Sprites inside need critisism!
CrazyMLC wrote:
Here's the thing, lightning is fast, and it changes completely every second.
Try to make multiple frames, but start every frame new, without using the last frame as a reference. But gradually make it get longer.


Makes sense, let me give it a try.


Last edited by Smitehappy on Thu Jun 11, 2009 9:42 pm, edited 1 time in total.



Wed Jun 10, 2009 8:06 pm
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Post Re: Infamous-Sprites inside need critisism!
Try using less branches and varying the first line more. The first line is still completely static.


Thu Jun 11, 2009 1:35 am
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Post Re: Infamous
411570N3 wrote:
Try using less branches and varying the first line more. The first line is still completely static.



Well all those lines are probally why it doesn't look like a lightning bolt :oops:
The new version look like this Image
I was expecting a little more progress than just an actor and mediocre lightning bolt sprite in two days but work must continue!!


Thu Jun 11, 2009 5:58 am
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Post Re: Infamous
Smitehappy wrote:
411570N3 wrote:
Try using less branches and varying the first line more. The first line is still completely static.



Well all those lines are probally why it doesn't look like a lightning bolt :oops:
The new version look like this Image
I was expecting a little more progress than just an actor and mild lightning bolt sprite in two days but work must continue!!

Great!
But, it shouldn't be just a beam, it should spasm.
I mean, drastically, up and down.


Thu Jun 11, 2009 6:02 am
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Post Re: Infamous
CrazyMLC wrote:
Great!
But, it shouldn't be just a beam, it should spasm.
I mean, drastically, up and down.


Hahaha alright but GAWD lighting sprites take forever to do when you do it pixel by pixel and I've redone them 5 times today. I've lost the will to work on it tonight since I'm still recovering from the removal of my wisdom teeth but I'll get back to work on it tomorrow. Merci boucoup pour tu m'aide!


Thu Jun 11, 2009 6:09 am
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Post Re: Infamous-Sprites inside need critisism!
Lol, did you take French in high school too?
Tu es le bienvenu.

How many wisdom teeth?
I have a Brother who had seven.
Had to take them all out, if I am correct.


Thu Jun 11, 2009 6:14 am
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Post Re: Infamous-Lightning Sprites....again!
Well here's the latest version
Image
I think this'll be the last of the remakes for the lightning sprites. I've not even started on coding the weapons and I can barely even grasp Qbasic so I'll be reading up on Lua for the next day or two. Plus I'm tired of respriting the same six frames over and over again, it's monotonous.


Thu Jun 11, 2009 9:46 pm
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Post Re: Infamous-Lightning Sprites....again!
Now that looks pretty good. As a suggestion, try making each frame appear twice, the second time being upside-down. That usually makes rays seem more random and reallistic.


Thu Jun 11, 2009 10:49 pm
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Post Re: Infamous-Lightning Sprites....again!
Alright so I did some reading on the wiki but it's proving to be kinda convoluting to me because I can't keep the order straight. I know I'm starting from scratch here so I'm gonna try to be as direct as possible to avoid confusions on what I can/can't and what I'm trying to accomplish. So from now on I'm gonna be making charts from time to time. I like charts....

I think I may have gotten the way HDFirearms work but I'm not completely sure. Check it out
Image


Thu Jun 11, 2009 11:24 pm
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Post Re: Infamous-Even got a chart!
Actually it's a bit simpler. More or less like this image:

Image

So, basically, the weapon needs to have a mag, that needs to have one normal round, and optionally a tracer.
Each round, both normal and tracer, can have shells, but that is not necessary.
Each round needs to refer to a particle, that can be whatever you want. (MOPixels, HDFirearms, AHumans, you name it.)

A weapon can have attached objects, but only Attachables and AEmitters. You can't attach a MOSParticle or an MOPixel, for example.


Hope this helped! :)


Thu Jun 11, 2009 11:47 pm
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Post Re: Infamous-Even got a chart!
Areku wrote:
Hope this helped! :)


Very much so, I had the structure all wrong. I think I've got the framework for the first weapn so I'd like anyone to point out any problems/improbalities.

The HDFirearm part will just be a tiny pixel with an AEmitter attached. The AEmitter will be a simple, small electric sprite. I'm hoping it will look like he's got static electricity arcing around in his hand but that's if I can get the offsets right first.

The Magazine will use the lightning sprite above as it's round(MOSParticle right?). I wanted a harmless tracer to follow right behind the bolt with an AEmitter attached that lets off a bunch of small arcs to give make each lightnign bolt less similar.

How's the idea so far?


Fri Jun 12, 2009 12:36 am
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Post Re: Infamous-Even got a chart!
Pretty good, but you don't even need a pixel as a sprite. You can use Null.bmp from Base.rte (it's just the transparency colour) and it'll work fine.


Fri Jun 12, 2009 2:37 am
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Post Re: Infamous-Even got a chart!
Well I spent a little bit of time and whipped this up from scratch just to see what looks alright and what doesn't but I'm having some problems. When the gun shoots Cortex Command crashes and I don't get any error messages refering to the .ini Anyone know what I'm doing wrong?


Last edited by Smitehappy on Fri Jun 12, 2009 4:06 am, edited 1 time in total.



Fri Jun 12, 2009 3:06 am
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