DarkStorm Military Technologies - Updated 6/11/09
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Spoot Knight
Joined: Sun Apr 29, 2007 11:31 pm Posts: 123
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Re: DarkStorm Military Technologies - Updated 7/04/08
Now the Battle Rifle looks amazing, don't change it anymore.
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Sat Jul 05, 2008 1:47 am |
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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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Re: DarkStorm Military Technologies - Updated 7/04/08
Spoot Knight wrote: Now the Battle Rifle looks amazing, don't change it anymore. Indeed.
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Sat Jul 05, 2008 1:52 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: DarkStorm Military Technologies - Updated 7/04/08
Spoot Knight wrote: Now the Battle Rifle looks amazing, don't change it anymore. Haha, thanks. I feel like I finally got it right myself. I've always been at odds with the thing. Last night I made the RPG turret look quite a bit better. But I'll release it later with other updates. I think the next thing I'll do is make the explosion effects a bit more... ornate.
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Sat Jul 05, 2008 2:40 pm |
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Morbo!!!
Joined: Sun Dec 09, 2007 3:08 pm Posts: 481 Location: Islamic Republic of Bradistan, Yorkshire, England
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Re: DarkStorm Military Technologies - Updated 7/04/08
Darlos9D wrote: So, balancing update. As you can see in the update log, I mostly made stuff less powerful. Though its not too hard of a nerf. Also, some new weapon designs.
My next update will probably involve re-designing the drop ship, drop pod, and rocket turret. If you ask me, the dropship doesn't need a redesign. But what I'd like to see is a dropship that isn't facing the screen, so it's side-on. That way, you can put in better details.
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Sat Jul 05, 2008 2:49 pm |
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Nathrak
Joined: Mon Jun 09, 2008 2:07 pm Posts: 27 Location: Flying Fortress drifting in space
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Re: DarkStorm Military Technologies - Updated 7/04/08
Where do you get your sounds? They're awesome.
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Sat Jul 05, 2008 5:34 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: DarkStorm Military Technologies - Updated 7/04/08
Nathrak wrote: Where do you get your sounds? They're awesome. The internet? http://www.findsounds.com is a pretty good start. Morbo!!! wrote: If you ask me, the dropship doesn't need a redesign. But what I'd like to see is a dropship that isn't facing the screen, so it's side-on. That way, you can put in better details. If I did that, balancing out the "thrusters" correctly would become a huge issue. Better if the thing is symmetrical. Also, there's been another minor-ish update. I changed the explosion graphics and functionality, as well as the rocket turret's look and magazine capacity.
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Sat Jul 05, 2008 7:42 pm |
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ppiksmada
Joined: Tue Jan 01, 2008 5:56 am Posts: 564 Location: Behind a DarKlone, trying to pierce its fudging armor!
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Re: DarkStorm Military Technologies - Updated 7/5/08
So, you de-uberized it every so slightly?
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Mon Jul 07, 2008 5:11 pm |
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Mind
Joined: Thu Mar 06, 2008 10:54 pm Posts: 1360 Location: USA
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Re: DarkStorm Military Technologies - Updated 7/04/08
Well, that's where I tried, but when you click the icon that says play sound and download, I have no clue where it goes to, it is just a flash of downloading, then the dowload window disappears... any help? And I not only am amazed by the sounds, but the sprites are just incredible...... Are there any strategies on how you make them, cause they are just insane!
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Mon Jul 07, 2008 5:41 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: DarkStorm Military Technologies - Updated 7/5/08
You uh, right click the "download" text and click "Save Target As".
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Mon Jul 07, 2008 10:10 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: DarkStorm Military Technologies - Updated 7/04/08
The Mind wrote: And I not only am amazed by the sounds, but the sprites are just incredible...... Are there any strategies on how you make them, cause they are just insane! Learn pixel art? Seriously, type "pixel art tutorial" into google and have at it. And you're not allowed to ask any more questions until you've seriously attempted it. Also, everyone should be happy to know that I'm re-doing my explosion animations to look more like what you'd expect from CC. Though now I'm having some lag issues with the rocket turret firing a lot, and the drop ship exploding. Sigh... B21 will be nice, if not only for the fact that it's apparently going to be optimized and faster. Edit: I also have recently gotten inspiration for a new actor: a lightweight, skeletal robot that is very swift and agile, but easily destroyed. I don't know if I'll be making it anytime soon, as it'd be kinda useless without some optional enhancements. Man, I can't wait for B21.
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Tue Jul 08, 2008 12:51 am |
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Shard
Joined: Sun May 18, 2008 5:02 pm Posts: 380 Location: Florida
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Re: DarkStorm Military Technologies - Updated 7/5/08
Maybe they're working on the campaign mode. I can't wait for the next build either .
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Wed Jul 09, 2008 9:51 pm |
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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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Re: DarkStorm Military Technologies - Updated 7/04/08
Darlos9D wrote: I also have recently gotten inspiration for a new actor: a lightweight, skeletal robot that is very swift and agile, but easily destroyed. I don't know if I'll be making it anytime soon, as it'd be kinda useless without some optional enhancements.
Reimplement the heavy and scout pls...
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Wed Jul 09, 2008 10:05 pm |
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ppiksmada
Joined: Tue Jan 01, 2008 5:56 am Posts: 564 Location: Behind a DarKlone, trying to pierce its fudging armor!
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Re: DarkStorm Military Technologies - Updated 7/5/08
I like the simplicity of this pack. The Darklone pack's only detriment was the fact that there was so much content that many things lost their uniqueness. One actor seems to work fine for me.
Oh oh, since you have pre-equipped actors, why not change-out their head sprites a bit for each loadout to mix it up a bit.
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Wed Jul 09, 2008 10:49 pm |
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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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Re: DarkStorm Military Technologies - Updated 7/5/08
I guess i get what your saying, I now agree, as long as that bot he said he'd put in would have some optional armor to make it a heavy.
In fact, if you can in b21, make the armor loadouts different for the darklones.
The scout would be the standard, and there would be heavy and normal armor loadouts too.
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Wed Jul 09, 2008 10:58 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: DarkStorm Military Technologies - Updated 7/5/08
NeoSeeker wrote: I guess i get what your saying, I now agree, as long as that bot he said he'd put in would have some optional armor to make it a heavy.
In fact, if you can in b21, make the armor loadouts different for the darklones.
The scout would be the standard, and there would be heavy and normal armor loadouts too. Actually, the robot aside, thats kinda what I have planned. In B21, when you buy a DS clone, you'll be able to give it no armor (which I guess would make them lighter so they can fly better, but it wouldn't let them run faster), the currently represented level of armor, or heavy-duty combat armor (which would not only make them heavier, but would slow them down a bit). I'd also like to maybe make some kind of bunker module where you can go in and re-outfit. The old heavy, as far as being a huge hulking monstrosity goes, isn't going to be coming back I'm afraid. You'll also be able to choose between two different levels of jetpack, or no jetpack. You'll probably want the bigger jetpack for heavier loadouts. Finally, you can optionally add on a cloaking device or a force field. Not both though, as the force field would kinda defeat the purpose of the cloaking device, seeing as how it'd generate a big glowing, highly visible orb. Plus the two fields might just disrupt each other. I'll probably still do the robot, or something similar to it. Like I said, an unarmored DS clone won't really be any faster than one with the regular armor, since that armor is built to be pretty non-restrictive. So the robot could still be faster. And don't worry, the flying scout drone will make a return, when I can give it both a gun AND dropship-like flight capabilities in B21. And I plan to hang onto the old design as well. (basically, the MGS2 ripoff) Speaking of customizing stuff, I'll probably have it so the heavy turret can be equipped with different things, so it could have both a machine gun and a rocket launcher. I might make a few more weapons for it to have as well. With all of these customizable loadouts going on - more crap will be going on with the weapons - I also plan to make some kind of menu mod that allows you to save your loadouts. This could be useful for more than just my mod. Hopefully the Lua script will be able to make and edit external text files. If so, this could even allow you to edit your loadouts outside of the game. I might even be able to make a nice loadout editor that can be used even when not in play. ppiksmada wrote: I like the simplicity of this pack. The Darklone pack's only detriment was the fact that there was so much content that many things lost their uniqueness. One actor seems to work fine for me.
Oh oh, since you have pre-equipped actors, why not change-out their head sprites a bit for each loadout to mix it up a bit. The pre-equipped actors aren't really supposed to be especially different. They're just convenience placeholders until I can get my above mentioned customization system going.
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Thu Jul 10, 2008 4:14 am |
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