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			| Roon3 
					Joined: Sun May 11, 2008 12:50 pm
 Posts: 899
   |   Re: Zombies '09Geti wrote: if allen or roon could get some shots of the new AITF guys, shotgun and grenade doing their thing (preferably with some exploding zombies) that would be wonderfulSpoilzors! 
 
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			| Wed Aug 12, 2009 12:48 pm | 
					
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			| Exalion 
					Joined: Fri Mar 02, 2007 6:59 am
 Posts: 1726
 Location: NSW, Australia
   |   Re: Zombies '09Chest plates could have a bit more shape and detail. 
 
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			| Wed Aug 12, 2009 1:10 pm | 
					
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			| The Decaying Soldat 
					Joined: Thu May 15, 2008 11:40 am
 Posts: 1527
 Location: In heaven, everything is fine.
   |   Re: Zombies '09Exalion wrote: Chest plates could have a bit more shape and detail.Also, larger too.
 
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			| Wed Aug 12, 2009 1:45 pm | 
					
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			| 1nfernal 
					Joined: Wed May 20, 2009 10:06 am
 Posts: 163
 Location: Sweden
   |   Re: Zombies '09I can't help but say THE HEADS! MY DATA THE HEADS ARE OFF!
 Move the 2 first actors' heads a pixel or more to the left
 
 
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			| Wed Aug 12, 2009 6:19 pm | 
					
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			| Morbo!!! 
					Joined: Sun Dec 09, 2007 3:08 pm
 Posts: 481
 Location: Islamic Republic of Bradistan, Yorkshire, England
   |   Re: Zombies '091nfernal wrote: I can't help but say THE HEADS! MY DATA THE HEADS ARE OFF!
 Move the 2 first actors' heads a pixel or more to the left
Make that the first three, and move them back at least two Other than that and the chestplates, looking good! The weapons are VERY fun to use even against regular enemies. This is kind of a misc suggestion, but something like a 'bunker' module which is a remote controlled bomb would be awesome. Basically a C4 which can be placed just under the terrain and detonated maunally. I'm guessing the module would have to be a lump of dirt but with a small hollow in it where the C4 is spawned. As you said in the post listing the changes, the Dropslug and corpserocket are very ineffective for delivering their cargo. I'd like to see a wave-based mission where you gain gold for killing zombies, or recieve it at the end of a wave. This would give you time to prepare for the next, stronger wave. Not like Grif's zombie survival gamemode where you're restricted to the house and gain new weapons every time you kill X number of Zombies.
 
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			| Wed Aug 12, 2009 6:52 pm | 
					
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			| capnbubs 
					Joined: Mon Mar 26, 2007 1:15 am
 Posts: 593
 Location: UK
   |   Re: Zombies '09I kind of like the forward heads, when they are holding a weapon it makes them look like they are hunched over it a bit. 
 
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			| Wed Aug 12, 2009 7:05 pm | 
					
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			| Morbo!!! 
					Joined: Sun Dec 09, 2007 3:08 pm
 Posts: 481
 Location: Islamic Republic of Bradistan, Yorkshire, England
   |   Re: Zombies '09True actually, but they're too hunched as they are, it seems. 
 
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			| Wed Aug 12, 2009 7:08 pm | 
					
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			| Roon3 
					Joined: Sun May 11, 2008 12:50 pm
 Posts: 899
   |   Re: Zombies '09It looks better ingame, you'll see. I'll make the chest plate larger if it fine with Geti. 
 
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			| Wed Aug 12, 2009 7:12 pm | 
					
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			| gtaiiilc 
					Joined: Wed Dec 13, 2006 12:10 am
 Posts: 562
 Location: Termina
   |   Re: Zombies '09Geti wrote: ahh, the old aitf soldier...   that looks cool, but we will be making some scenes (especially skirmish maps, due to this mod lending itself to skirmish happily) officially. allen is currently drawing up some concepts. the BG on the tunnel in that shot is really nice though, where is it from?I messed with some of the BG's I had in MP3 and that I had made myself and kinda Frankensteined them in to one mess then darkend it here are all the files have made/edited for the scene    EDIT: now this is just SOME of the stuff since amrobotics had returned intrest in steampunk mods is back on the rise, so mine and Dragsters are being converted and enhanced for the new build and I am making a dark and gritty scene for them and some of this stuff is being used in it  
 
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			| Wed Aug 12, 2009 8:02 pm | 
					
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			| Allen 
					Joined: Wed Apr 30, 2008 10:10 am
 Posts: 214
 Location: Seattle, WA
   |   Re: Zombies '09Hint at something awesome that Geti already sort of mentioned: All of those soldiers at the top of the page are the same soldier.  Think about it. Also, as for scenes, this is a super-preliminary background layer i'm messing with right now for a city-scene.  It's linked for the sake of the margins.  http://i147.photobucket.com/albums/r309 ... etch-1.jpg Anyway, lots and lots more exciting stuff is in the works outside of what Geti promised for the next release.  I'm not even excited about that stuff, it's sort of yesterday's papers.  I am more excited about what's coming after the next release.  When the new release drops i'll put up some teasers.
 
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			| Wed Aug 12, 2009 10:44 pm | 
					
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			| Morbo!!! 
					Joined: Sun Dec 09, 2007 3:08 pm
 Posts: 481
 Location: Islamic Republic of Bradistan, Yorkshire, England
   |   Re: Zombies '09Allen wrote: Hint at something awesome that Geti already sort of mentioned: All of those soldiers at the top of the page are the same soldier.  Think about it.I'm guessing they have some way to randomize their head and torso sprites? I'm liking the look of this.
 
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			| Wed Aug 12, 2009 11:33 pm | 
					
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			| Geti 
					Joined: Sun Jul 13, 2008 9:57 am
 Posts: 4886
 Location: some compy
   |   Re: Zombies '09Roon3 wrote: It looks better ingame, you'll see. I'll make the chest plate larger if it fine with Geti.more than fine. double the height, preferably. also, see bellow. capnbubs wrote: I kind of like the forward heads, when they are holding a weapon it makes them look like they are hunched over it a bit.im glad you see it the same way as me. it might be good to add a bit of a metal collar to their armour though, to make it seem less.. disjointed. roon, if you would do the honours on that, it would be awesome. the randomness is something that is going to eventually apply to all the zombies, and all the resistance. it makes the battlefield seem more interesting, and should be amazing once the trenchies are in game (16+ heads, 2-3 torsos for each gender, 2 races) in other news, the inventory handler is also buggy, so ill be fixing that as soon as i can, which should be tomorrow, when my new monitor comes. expect a release over the weekend, when means me and the rest of the developers can get some work done on the more fun features (as well as copying out a million and one actor sprites <_<). oh, all the issues with the reactor are fixed, by the way. and the bloated AI has been fixed to be even more aggressive. there are also a few tweaks i want done on the engineer weapons <_< oh, oh, quick poll, would you like the engineer to have a plasma arc welding torch for digging? im currently hating the jackhammer.
 
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			| Thu Aug 13, 2009 12:29 am | 
					
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			| The Decaying Soldat 
					Joined: Thu May 15, 2008 11:40 am
 Posts: 1527
 Location: In heaven, everything is fine.
   |   Re: Zombies '09I say go for the plasma torch, a hacky-looking plasma torch.
 Jackhammer is for big beefy men, or big hulking steam robots only.
 
 
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			| Thu Aug 13, 2009 2:50 am | 
					
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			| Geti 
					Joined: Sun Jul 13, 2008 9:57 am
 Posts: 4886
 Location: some compy
   |   Re: Zombies '09good good.well, at least one person wants it. somewhere in the next few releases expect a plasma torch for burning things and digging with. itll probably happen once i get the molotov explosion looking as firey as i want it, as itll likely just be some nice sharp glowy particles speckled with short life fire specks.
 
 
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			| Thu Aug 13, 2009 2:58 am | 
					
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			| Foa Data Realms Elite 
					Joined: Wed Sep 05, 2007 4:14 am
 Posts: 3966
 Location: Canadida
   |   Re: Zombies '09So, I'll go for a plasma torch, only for the fire though.Please tell us your monitor's staus?
 
 
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			| Thu Aug 13, 2009 5:17 am | 
					
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