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 [WIP] DSTech Corp (UPDATED: 5/22/09) 
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Joined: Fri Dec 28, 2007 4:19 am
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Post Re: DSTech Corp (UPDATED: 6/28/08)
fyher wrote:
yo dsmk2 how long do you spend on spriting these beasts? They're awesome. Also, where do you get your inspiration for these sprites?

Depending on how much I want to play my ideas it usually take 10mins - 1Hour - To weeks (lazyness!). Inspiration? Whatever comes up in my sketchbook or anything that pops up.


Arcalane wrote:
Roy-G-Biv wrote:
After extensive testing, I must say that they're weakened.
The Imperiator is still hard to kill with an AK-47. So maybe you could weaken the imperiator a "tiny" bit more.


Aim for the head! :D

I had to do a lot of tweaking to get the Activities to run right. It kept hanging; I had to combine the index files (so that it loaded everything as it should), and then take half a dozen boot tries and some careful fine-tuning to get the drops to work right, to the point that all it can drop now is a drop box with a pair of Oculus' with DS02 assault rifles.

As far as I can tell the most obvious error is that the SMG was named incorrectly in the files. I also recommend removing the diggers from the drops or lowering the sound it makes because even one is almost deafening at normal volumes, and also incredibly irritating. I tend to drop bombs on the digger-abusing 'bots.

The Dropship also makes a great breach-plug when scuttled.

That said, the sprites are awesome. I also suggest increasing the joint strength on the guns (particularly those used on the DSAQ Walker) or whatever makes them stay on, because it's very easy to disarm them with some weapons.

Edit: With careful use of copy-paste and such, I've managed to get it to load up a pair more drop templates with varying units. I'll try and write up a couple more later, see if I can't get the big dropship running as well, then upload it?


Ahh, the activities.ini is outdated, gonna upload one with a new version soon (having problems with something akin to "bad inventory"), as well as nerfed robots. I'll lower the sound of the diggers to a comfortable level (thank you audacity!).


Mon Jun 30, 2008 7:06 pm
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Post Re: DSTech Corp (UPDATED: 6/28/08)
Here's an idea that will make activities much easier: just include an activities.ini with the module (folder). Put in the .ini whatever you would with your old activities.

The game always has to load an activities file, so when the base.rte activities.ini is commented out, it will load the one included with the module. This is a whole lot easier than including the files in the base.rte index and commenting them out in the module's index.


Mon Jun 30, 2008 8:35 pm
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Post Re: DSTech Corp (UPDATED: 6/28/08)
I don't think you need to make the Imperator weak enough to be taken down by the AK (at least not easily). The bots can still be strong without being obscene.


Mon Jun 30, 2008 8:35 pm
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Post Re: DSTech Corp (UPDATED: 6/30/08)
Bump for update?

I nerfed the actors. Try killing them now.
Increased the joint strength on the tanks.
Lowered the sharpness on the basic weapons.

Not much actually...

Image

Tasting my own fist of judgment...


Mon Jun 30, 2008 10:41 pm
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Post Re: DSTech Corp (UPDATED: 6/30/08)
If DSMK2 is remembered for anything, it'll be for the Judgment. :D


Mon Jun 30, 2008 10:44 pm
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Data Realms Elite
Data Realms Elite
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Post Re: DSTech Corp (UPDATED: 6/30/08)
Or the Shrapnel Cannon, no one thought of making it, IT-SA VERY USE-IFUL!


Mon Jun 30, 2008 10:55 pm
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Location: Tallahassee, FL
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Post Re: DSTech Corp (UPDATED: 6/30/08)
Alright, after some more play testing, I have some comments.

Your robots ARE noticeably less invincible now, especially the Imperator. Problem is, now they ALL seem like the Imperator. All of the robots seem to take 1 damage per hit, and thats it. Maybe the Imperator has armor thats harder to penetrate, but most weapons seem to do the job anyway. My suggestion is to make it so the weaker ones take more damage when they get hit. Also, on an aesthetic level, robots with destructable armor parts would be nice.

As for the weapons, most of the regular bullet weapons actually seem alright for the most part, even the miniguns. The problems arise more in the explosive, energy, and melee weapons, which all seem to just instagib anything.

In the case of the melee weapons, the lance is just ridiculous. The fist is kinda insta-gibbing, but at least the range is really short. The chain sword is just like a weaker lance, which is actually more reasonable. Though I honestly like the way the lance looks a lot more.

For the explosive and energy stuff, well, just tone down the explosions.

As for the Judgment, which requires its own attention, I actually like what you're trying to do with it. But between extreme rape and horrible lag, I don't think it really needs to be able to fire 100 rounds in a row. I found it was actually much more fun and interesting to use in small bursts of maybe five or six rounds. Perhaps you should set it up so a magazine only has a few rounds like that, and force the user to fire in bursts and be more tactical with it.


Tue Jul 01, 2008 12:37 am
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Post Re: DSTech Corp (UPDATED: 6/30/08)
Pertaining to the robots:
What do exit wounds do? They never seem to do anything... My impression of the exit wounds: Bullet enters robot, rips up insides, passes out, rather then bullet enters robot, gets lodged inside? Hmmm blowing up the external shells and revealing the vulnerable skeleton frame underneath...

I'll play around with the MRLs and the DS10. I want to make the MRL have a small but powerful blast, as for the DS10, I'll work around to making it less effective on armored stuff, but very painful nonetheless.

JUDGEMENT... I myself prefer to sweep the laser. A bit of Lua wishes here, I want to try giving it a heat counter, and kill the ammo count, you can use it anyway you want, short blast or long sweeps, but the heat counter spikes rapidly. You have the chance of causing the reactor in the rear to blow up once the cooling magazine runs out. The Data(?) did say something about a new memory management system...


Tue Jul 01, 2008 1:52 am
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Post Re: DSTech Corp (UPDATED: 6/30/08)
I blew up the thing in the back of your judgment cannon and I could still fire it.


Tue Jul 01, 2008 2:06 am
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Post Re: DSTech Corp (UPDATED: 6/30/08)
CandleJack wrote:
I blew up the thing in the back of your judgment cannon and I could still fire it.

That thing is an attachable.
Is it?

Heat counter.

Also, when Lua is released, will you make it not do any damage to terrain, but still do massave damage to actors, with the heat counter?

Speaking of heat, my labtop is burning my lap.......


Tue Jul 01, 2008 2:39 am
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Post Re: DSTech Corp (UPDATED: 6/30/08)
Awesome.
I love it. the only flaws are that the robots seem to take the same amount of damage per hit, and the drop pod seems to melt through terrain.
I love the shrapnel cannon, a fresh, useful, original idea!
Well Done!


Tue Jul 01, 2008 12:52 pm
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Post Re: DSTech Corp (UPDATED: 6/30/08)
Love the faction, has come a huge distance from its humble beginnings.

A few suggestions/really-wants :)

1. the currently released assault drone, but resprited for a more DSTech feel
2. Some sort of rocket?
3. Dedicated turrets!

This faction has come a long way, and you still have a crap-load of momentum, so keep it up!


Wed Jul 02, 2008 3:47 pm
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Post Re: DSTech Corp (UPDATED: 6/30/08)
It's funny how the only thing that can effectively take down these guys is their own weapons.

Or at least that's how it used to be, I haven't tried the balanced one yet.


Wed Jul 02, 2008 3:56 pm
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Post Re: DSTech Corp (UPDATED: 6/30/08)
@Fist of JudgmentTM: Holy cr... :shock:


Wed Jul 02, 2008 4:19 pm
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Post Re: DSTech Corp (UPDATED: 6/30/08)
I have another comment about this mod that I feel needs to be made. While your shading for individual parts is good, the overall shading for the stuff in your mod looks flat.

Imagine we have an Imperator walking around with two miniguns. Logically, the minigun closest to the viewer should be a bit brighter than the Imperator. On that note, even the Imperator's FG should be a bit brighter than its body. The BG arm and leg should be a bit darker than the body. Then, of course, the off-hand minigun should be about as dark as the BG arm, if not a bit darker.

Then, of course, there's individual parts of a single sprite. When you're making a sprite for one part of a weapon or actor, think about what parts are further back or closer to the screen, and shade them accordingly. Then, make it so the closer things cast a bit of a shadow on further things.

The base designs are already good enough. They need to be shaded to give the designs proper justice, though.


Wed Jul 02, 2008 11:40 pm
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