The Pelian Army *Update: Jun. 22nd '12*
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dracura
Joined: Mon May 12, 2008 8:44 pm Posts: 65
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Re: [WIP] The Pelian Army *Update: Septemper 27th '08*
I just got an idea for the mini nuke. Make it in the style of the UniTec drop pod, so that it pierces down into the ground, or whatever else, and then explodes.
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Thu Oct 02, 2008 12:28 am |
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The ClamV2 [Bot]
Joined: Sun Mar 30, 2008 6:08 pm Posts: 408
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Re: [WIP] The Pelian Army *Update: Septemper 27th '08*
Idea, Bomb that explodes into a teeny crab with nonmoving feet, it has a little mortar on it's back,You fire the mortar up, and the shell is an Actor, basically a shell with a fan or wings or whatever on it, so you can control where it hits, but I don't mean like Azukki's (is that right?) GML, when you fire the weapon, it just slows the shell down, and here's the kicker. It's a tiny nuke. Use emitters for radiation poisoning. Or else.
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Thu Oct 02, 2008 1:30 am |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: [WIP] The Pelian Army *Update: Septemper 27th '08*
Thoughtprocess wrote: Uh, the teleport thing teleporting before the beacon hits the ground is bad. Even on a map slightly taller than the vanilla maps and the actor explodes everywhere. I need to fix that >.> But until then, you have standard drop ships at your disposal. dracura wrote: High caliber, low penetration bullets. The more kick, the better. Oho. It sounds good to me, but giving the impression of LARGE bullets when you basically are limited to single-pixel rounds is pretty darn hard. I suppose i could make them MOSParticles, but that would eliminate the possibility of a trail. Sort of. If i'm making it, i'll think of something. *Sudden idea* Haha, now i know what to try >:] dracura wrote: I know numgun is against the idea, but perhaps you can do a crab-walker mech? Apart from that crab tank from long ago, there haven't really been any at all. Seeing that i've never really worked with ACrabs, and that a mech is generally a metric f*ckton of work, it's very unlikely. dracura wrote: I just got an idea for the mini nuke. Make it in the style of the UniTec drop pod, so that it pierces down into the ground, or whatever else, and then explodes. Might as well rename it into "Bunketbuster" then... But i'll think about it. @venn177: Well, I can't do anything about the looks myself, but i'm pretty sure Roon could make it look effing uber. IF he wants to, that is. @The ClamV2: Radiation poisoning does not make bullet wounds, and it does not make your limbs explode randomly either. >.> Cool idea though. But how the HELL are you supposed to switch fast enough between everything without it being too much to bother?
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Thu Oct 02, 2008 3:32 pm |
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The ClamV2 [Bot]
Joined: Sun Mar 30, 2008 6:08 pm Posts: 408
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Re: [WIP] The Pelian Army *Update: Septemper 27th '08*
The same way the GML does it, in a craft that gibs, and when the craft dies it should force you over to the mortarshell. I think that's what it did, anyway.
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Thu Oct 02, 2008 5:07 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: [WIP] The Pelian Army *Update: Septemper 27th '08*
Gah, i'm kind of having a modders block, i guess. Pretty much zero work done the past few weeks. I've been thinking a bit about the medium-sized mech, and i think i'm nearing the point where i can start working on it... Maybe i can get a rapid sketch down on how it's going to look. I can't guarantee that you have the cognitive abilities to get anything out of my horrendous sketches, but whatever.
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Tue Oct 14, 2008 9:54 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: [WIP] The Pelian Army *Update: October 18th '08*
Haha! Update! No real new stuff per sé, but i can tell you what's changed and so on... - Moar blood effects! - Turrets no longer clutter up your buy menu in-game. - Lag from PlanetKiller reduced significantly. Thanks to numgun for the inspiration of the first and last Hweh?
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Sat Oct 18, 2008 11:47 pm |
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TrouserDemon
Joined: Fri Dec 29, 2006 7:42 pm Posts: 1871 Location: UK
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Re: [WIP] The Pelian Army *Update: October 18th '08*
Why did his helmet teleport to his feet when his head exploded?
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Sat Oct 18, 2008 11:50 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: [WIP] The Pelian Army *Update: October 18th '08*
Go ask the game engine >.>
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Sat Oct 18, 2008 11:51 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: [WIP] The Pelian Army *Update: October 18th '08*
Wow nice, on the new planetkiller you managed to spawn the ADoor at the right point where mine was wierdly placed high in the air while the offsets were supposingly right.
Also I really dig the after effect glow sparkling thingys.
Also neat gore. : ) You can improve it by having a custom decapitation emitter that splurts blood like a tiny fountain when a head is blown off. (Head's breakwound)
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Sun Oct 19, 2008 11:17 am |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: [WIP] The Pelian Army *Update: October 18th '08*
ADoor? I used MOSRotatings :3 (The DeepGroup erases terrain instead of knocking it loose) I had a hell of a lot of trouble making those circles erase terrain right, because previously, it just erased a large square instead of a circle, lord knows why. So i shrank the 500x500 circle to 200x200, and then it worked like a charm. So i made the bomb spawn more of them in a pattern, and voila! Needless to say, it was heavily inspired by your Tactical Thermal Bomb... It's a circle of inspiration, yo. And for some reason, i'm not too happy with the sparkly things myself, but hey, if other people like them, it's cool. numgun wrote: Also neat gore. : ) You can improve it by having a custom decapitation emitter that splurts blood like a tiny fountain when a head is blown off. (Head's breakwound) ♥♥♥♥, how could i forget that? D: And thanks Edit: Oh yeah, forgot to mention that the flamethrowers (All of them) are much less "LEAFBLOWER LOLOLO" and more "KILL IT WITH FIRE" now.
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Sun Oct 19, 2008 11:51 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: [WIP] The Pelian Army *Update: October 18th '08*
Shook wrote: ADoor? I used MOSRotatings :3 (The DeepGroup erases terrain instead of knocking it loose) I had a hell of a lot of trouble making those circles erase terrain right, because previously, it just erased a large square instead of a circle, lord knows why. So i shrank the 500x500 circle to 200x200, and then it worked like a charm. So i made the bomb spawn more of them in a pattern, and voila! Needless to say, it was heavily inspired by your Tactical Thermal Bomb... It's a circle of inspiration, yo. And for some reason, i'm not too happy with the sparkly things myself, but hey, if other people like them, it's cool. Yeah, I had the same Square erasing bug too when I made my door too large. But what the hell? DeepGroup? How, tell me more how'd you do it. And I went through all the trouble trying to use a goddamn ADoor to do those circles, and yet, its still glitched! MOSRotating... psh, it could have been so much easier. >: ) Now that you mention the after effect, it could use some more work. Maybe make it more frequent and bigger and have it spit smaller glows too to make it look more interesting. But I do like the style of it. Just make it a tad more showy.
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Sun Oct 19, 2008 3:13 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: [WIP] The Pelian Army *Update: October 18th '08*
Well, if the AtomGroup has a higher depth than the DeepGroup, then it's the latter that will collide with terrain, and erase it. So yeah. That's pretty much it. Combined with the accurate AEmitter spawning technique.
AtomGroup depth < DeepGroup depth --> Terrain erasing object.
As for the after effect, it shall be shizzled up >:0
Also, got some more stuff coming your way... Nothing new once again, just improvements/additions to existing stuff. (Like decapitation fountain) Not just yet though!
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Sun Oct 19, 2008 4:15 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: [WIP] The Pelian Army *Update: October 19th '08*
OK, moar updaet! - Fountain of blood added to the poor decapitated soldiers. - Brain made into a bunker module. - Added longer delay to the telepod (Three seconds from spawn). - PlanetKiller now only detonates after impact. - PlanetKiller aftermath made more shizzly. Possibly more, but i can't remember
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Sun Oct 19, 2008 8:02 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: [WIP] The Pelian Army *Update: October 19th '08*
Awesome, but really, that deepgroup thing is totally new to me. Thanks for telling! I'll go play with some Pelians now! : D
Are you going to make a rocket for these guys? A fat large rocket or something that can deliver troops and transport them? *cough*
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Mon Oct 20, 2008 10:53 am |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: [WIP] The Pelian Army *Update: October 19th '08*
Dunno, maybe. I think i might be making it into a droppod instead though, as i fear that it'll just be too phallic if it looks like that. And no, that's not the finished sprite (You can see i'm missing some areas) I'll see how it turns out, and then make necessary adjustments if it's too phallic. (Like, flying dildo) I'm going to add fins at some point, hopefully making it less... Phallic. Also, you're welcome, numgun
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Thu Oct 23, 2008 3:32 pm |
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