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Point.blank
Joined: Sat May 02, 2009 4:52 am Posts: 254
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Re: Bio-Facton Wip! HELP!! and download.
Point.blank wrote: It's in mod releases for the same reason any other WIP mod is in mod releases. It's playable, but still far from done. Ninja'd. (at least, I think that's a plausible scenario to use the term...) Oh yeah, not that it's a problem, but the dropship is asymmetrical, have you considered spriting it (or have someone else sprite it for you) so you see it head on (you see the cockpit, and possibly the pilot, similar to the A-2 bomber in amrobotic's GODLY mod)?
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Mon Oct 05, 2009 3:07 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Bio-Facton Wip! HELP!! and download.
Oh, sorry, looked back on the first post on the 'Topic review' area and didn't see a download link but saw the attached image, so I assumed that there was no download. (No, I seriously didn't see the download link. Yeah I didn't download. I'm an ass. I'll try it out now.)
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Mon Oct 05, 2009 3:28 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Bio-Facton Wip! HELP!! and download.
I am not bothered to DL it.
But judging by the sprites I don't know what direction you're heading. Actors are organic monsters, but they have green robot parts(?). They need more than a vanilla-sprite-edit to actually bring out the unique theme. The rocket's design is also odd, its color-scheme suggests something organic, but then it looks too sleek and uniform to be organic, I just don't know what it is. Weapons do not necessarily need outlines, heavy shading can also emphasize its shape and details.
I'm okay with asymmetric dropships though. But this one needs shading.
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Mon Oct 05, 2009 12:52 pm |
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Rawtoast
Joined: Mon Apr 06, 2009 9:41 am Posts: 712 Location: New York
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Re: Bio-Facton Wip! HELP!! and download.
I'm guessing you set out to sprite these mods before actually having a concept in mind? The process you took seems to have been to draw out the general shape that you wanted the mod to be, and then to try and fill that shape up with interesting looking things. This will almost always result in ugliness, and I think the drop ship is the perfect example. It is painfully obvious that most of the details on the dropship are just there to take up room - this looks bad because it is the opposite of how almost everything is built. Typically, things are built to be as small as possible - there should be a sense of compression, that all of these components just barely fit into this volume. To do this, start drawing your object by imaging how it might actually work. Where is the engine? Where does the power come from? How was this thing assembled? If you consider all of these factors, you'll find yourself being strained to fit everything in the available space, which is a much more realistic mindset which I think you'll find will produce much better looking results.
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Mon Oct 05, 2009 4:09 pm |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Bio-Facton Wip! HELP!! and download.
Most of it is just 'How is this organic in any fashion?' Most of the guns are just copies of normal guns except stronger, less accurate, and green bullets.
The actors seem like parodies of the original actors. The guns are definitely just parodies of the original guns. So are the crafts.
Don't think 'Now I should make an smg for my faction...' or a pistol, or a gatling gun, or a flame thrower. Be more original.
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Mon Oct 05, 2009 8:30 pm |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: Bio-Facton Wip! HELP!! and download.
hmm all of your post work great. However im having trouble with a organic thing shooting? Like maybe i could make a mutant human that can shoot fireballs or something? Anyways the 2 robots (commander and bio-bot) are robots with chemical stains. >.> Officially a Edit: 3 2 man project now however. More on that will be Editted from first post.
Last edited by dragonxp on Wed Oct 14, 2009 3:15 am, edited 1 time in total.
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Mon Oct 05, 2009 11:16 pm |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: B.I.O-Facton 1.2 release? (forgot about this thread)
If any1 reads this: PLEASE DELETE the bio scene if you downloaded the mod before i editted it. (includes the new thread i posted) pm me if bio faction still doesn't work.
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Mon Oct 12, 2009 11:15 pm |
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W0w00t
Joined: Mon Jul 30, 2007 5:16 am Posts: 158
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Re: B.I.O-Facton 1.2 release? (forgot about this thread)
Whats a "facton"?
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Mon Oct 12, 2009 11:22 pm |
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1nfernal
Joined: Wed May 20, 2009 10:06 am Posts: 163 Location: Sweden
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Re: B.I.O-Facton 1.2 release? (forgot about this thread)
W0w00t wrote: Whats a "facton"? Oh the humanity! Don't you know that it's the sentinent species of the planet Balrahghahhbarfyuajs in the Aiasgsjghgvh solar system which is located in the outer rim of the Taufhkfjzxwaq Galaxy? Anyways, some pics of what's changed spritewise would be nice remember: no pics, no clicks
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Tue Oct 13, 2009 3:29 pm |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: B.I.O-Faction 1.2 release? (forgot about this thread)
No pics no clicks, but meh, I clicked it anyway.
An improvement from the last one, but not good enough to draw my interest.
The designs themselves are lacking, and the sprites still need lots of work. The bio pods don't work very well. The opening animations for the pods and the rocket are neat, though.
I think things need to look alive in a bio faction, which means tons of animations, from the actors to the guns. But the basic looks should be good enough first.
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Tue Oct 13, 2009 3:56 pm |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: B.I.O-Faction 1.2 release? (forgot about this thread)
Yeah well im no artist. So dont expect anything great from me. Me partner iKPas you can see drew a great bio pod. But i couldnt flip the exit so it faced up, so i had to add a tube. which as u can see also sux. So peace, just help me by giveing me some of your sprites which would match faction.
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Wed Oct 14, 2009 3:14 am |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: B.I.O-Faction 1.2 release? (forgot about this thread)
K the turret on the drop ship doesnt look GOOD, therefor please dont yell at me. But atleast it provides defence to enemies, so HF OUT THERE!!!
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Sat Oct 17, 2009 2:54 am |
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LtLAWLZ
Joined: Sun Nov 15, 2009 3:57 pm Posts: 13
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Re: B.I.O-Faction 1.2 release? (forgot about this thread) [WIP]
This caught my attention, testing...
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Mon Nov 30, 2009 10:35 pm |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: B.I.O-Faction 1.2 release? (forgot about this thread) [WIP]
EVen though this is mine.
NECRO.
You better off with Maximdud corp or Unitec, or dStech or anything besides my faction.
Besides this is way worse then my X2 faction.
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Tue Dec 01, 2009 12:10 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: B.I.O-Faction 1.2 release? (forgot about this thread) [WIP]
Under the new management, as long as he is contributing he may necro a reasonable amount. Test data is a fine contribution.
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Tue Dec 01, 2009 12:15 am |
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