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The WIP page of BlueRim Industries
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Author:  8-Bit [ Wed Feb 10, 2010 11:15 pm ]
Post subject:  The WIP page of BlueRim Industries

Some of those who frequent the forum will remember one of my first topics asking about what people would want in a mod. After that topic died down, I lost focus on the faction I was making, and didn't get anything done.
Now, however, I bring you the first look of BlueRim Industries, a provider in quality weapons and robots!

First, let me introduce our only actor so far, the Standard Soldier.
Image
Keep in mind, he's not quite done, but aside from the feet, it's all set for release!

Now, for our range of completed weapons:

Pistol:
Image
A good, low-range pistol used for close-range firefights. Good amount of ammunition.

Auto rifle:
Image
A slow-firing (yet slightly spammy) rifle that fires four sub-bullets from a single main bullet at about 3 shots/second. My first rescript.

Grenade Launcher:
Image
A grenade launcher very similar to the Dummy launcher, except it has been fitted to fire with more velocity and for the grenade to explode on contact. Very devastating to "fleshies".

Pulse rifle (Totally not based off of Tau WH40K pulse rifle :P ):
Image
The Pulse Rifle fires a single, supercharged slug of depleted uranium. The slug is encased in a highly magnetic metal, and is fired out the barrel at speeds approaching Mach 6. Be careful, though; if you're not careful, you could lose an arm or two from recoil. It also needs a custom cartridge sprite, but that's not high-priority.

So far, we only have one transport option, the Drop Crate:
Image
However, it is free with any order.

If you have questions or comments, feel free to post them. I'm looking for input on what to do before I officially release.

Things that are in progress:
Dreadnought (about 25% done)
dropship (about 5% done)
small rocket (75% done)
Things I plan to add:
Large rocket
Sniper drone (higher weight and arm strength)

Author:  dragonxp [ Thu Feb 11, 2010 12:36 am ]
Post subject:  Re: The WIP page of BlueRim Industries

Only the dropcrate and the pulsar rifle look good, all the other guns are meh.
The grenade launcher is a recolour of the coalition sprite.

But blue is a challenging colour scheme.
Theres not many shades.

Author:  8-Bit [ Thu Feb 11, 2010 12:38 am ]
Post subject:  Re: The WIP page of BlueRim Industries

Yeah, the older weapons need new sprites.

Also, Got some work done on the Dreadnought. Can't get pics right now, though.

Author:  dragonxp [ Thu Feb 11, 2010 12:39 am ]
Post subject:  Re: The WIP page of BlueRim Industries

Oh and try to stay away from dummy recolours.

Author:  PhantomAGN [ Thu Feb 11, 2010 10:21 am ]
Post subject:  Re: The WIP page of BlueRim Industries

Not to say your work is bad or anything, but there are an awful lot of recolor mods out here, we hardly need more.
Usually, the hallmark of a good mod is doing something that has not yet been done, whether that's as "simple" as a really complicated bomb, a bunker module with a neat shape, or a well-drawn actor.
I recommend:
shading
interesting glow effects
original actor bodies
specialized abilities

On a side note, I now want to fight off wave after wave of recolored units using only vanilla content.

Author:  Flammablezombie [ Thu Feb 11, 2010 6:10 pm ]
Post subject:  Re: The WIP page of BlueRim Industries

All I can say is shade the weapons, and make a little single pixel change that makes them NOT coal recolours. Also, the footsoldier's head would look really good animated.

Author:  8-Bit [ Thu Feb 11, 2010 9:50 pm ]
Post subject:  Re: The WIP page of BlueRim Industries

Flammablezombie wrote:
All I can say is shade the weapons, and make a little single pixel change that makes them NOT coal recolours. Also, the footsoldier's head would look really good animated.


All of the recolors are actually of B22 Dummy weapons.
I'll also try to get gifs of the interesting weapons firing.

EDIT: My problem on the weapons is that the shading is to gradual. Hurr.

Author:  Flammablezombie [ Thu Feb 11, 2010 11:12 pm ]
Post subject:  Re: The WIP page of BlueRim Industries

Now that you mention it, I can see shading. But on sprites a few pixels thick it's negated by the black outline. GET RID OF IT.

Author:  ropeface [ Tue Feb 16, 2010 1:26 am ]
Post subject:  Re: The WIP page of BlueRim Industries

Obviously everyone's suggested shading already. I agree. But I also think you should add some more detail to the blue parts. Just to give it a greater sense of depth. Shading can do this but only to a certain extent, especially with a limited color pallette of blue.

You don't necessarily have to get rid of the black outline. Instead you can benefit from it by keeping it black (or a dark color) in the areas where your source of light isn't hitting and replacing the black line with a lighter color (a bluish grey perhaps?) on the areas where your light source is hitting the most.

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