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 The Flying Saucer-Coops9753 Sprites 
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Joined: Tue Aug 03, 2010 4:51 pm
Posts: 32
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 The Flying Saucer-Coops9753 Sprites
CHANGES:

V0.5 Dramatically reduced crashing and slightly reduced lag via lua and gibbing changes; fixed problem where enemy crabs would get sucked in if a turret is destroyed.

V0.4 Used Coops9753's awesome Arne-inspired sprites.

Image

v0.3 With help from Grif, the AI version of the flying saucer will now correctly chase after your brain across wrapped maps. Further reduced crashes with Abdul Alhazred's recommendation. I also added some pyrotechnical stuff for when it dies.

v0.2 Instead of randomly bombing the terrain, the AI's flying saucer will now try to locate your brain and rape the terrain above it to get to you.

v0.1 Reduced the likelihood of the game's crashing when this unit is destoryed.


NOTE:

To add this as an enemy, comment out other Activities.ini's, and use the Activities.ini included.



BUGS AND PROBLEMS:
Being killed by an AI version of the flying saucer in skirmish, then ctrl+r to restart seems to cause crashes. I suspect the target-finding lua to be causing this. For now, if you are slain by the AI's flying saucer, just press esc to return to main menu then start a new skirmish from there.

The Main Hull Gib is too large to settle in one piece, right now edges will be cropped when it settles. [problem being worked on]

*******************************************

Seen here obliterating the Dummy invasion force in Maginot is the flying saucer I made some time ago. I have recently added some features and made some optimizations that reduced lag and the instances where its destruction causes the game to crash.

Most of the sprites are still WIP and I'm not good at spriting, so it will take a while.

Attachment:
ScreenDump007.gif
ScreenDump007.gif [ 147.54 KiB | Viewed 15159 times ]


AI version now has increased Brain-Hunting accuracy

Attachment:
ScreenDump006.gif
ScreenDump006.gif [ 92.02 KiB | Viewed 14103 times ]


Features:

3x Dual Energy Turrets, AI controled
1x Fixed Underside Main Cannon, activated/deactivated by pressing Fire

While quite overpowered compared to stock units, and well protected, its weakness is that in order to fire the main cannon it must expose its vulnerable powercore, which can be damaged by just a few well placed hits.


Credits

Sprites by Coops9753
General Inspiration from AaronLee's Bethesda
Auto-turret lua mostly copied from Abdul Alhazred's Armed Dropship
Fires DSWEXXFORCE projectiles from DSMK2's DS Tech Mod
Dependencies fixed by Flammablezombie


Attachments:
Flying Saucer v0.52.rte.zip [566.98 KiB]
Downloaded 1719 times


Last edited by goduranus on Fri Aug 27, 2010 6:51 pm, edited 30 times in total.

Sun Aug 08, 2010 10:18 pm
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Joined: Thu Feb 12, 2009 1:47 am
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Post Re: The Flying Saucer-WIP<Entry:Overpowered?>
So basically you cobbled together bits and pieces of other people's work to form one mediocre whole?


Sun Aug 08, 2010 10:38 pm
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Joined: Sat Jan 30, 2010 4:07 am
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Post Re: The Flying Saucer-WIP<Entry:Overpowered?>
Hey this is actually a pretty good piece of work.

The spriting is decent and it is overpowered.

8/10

-2 pts because I think it should release mini saucers.


Sun Aug 08, 2010 10:44 pm
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Post Re: The Flying Saucer-WIP<Entry:Overpowered?>
LeonXross wrote:
-2 pts because I think it should release mini saucers.


what if it is a mini saucer!!!!


Sun Aug 08, 2010 10:58 pm
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Joined: Thu Apr 15, 2010 3:39 am
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Post Re: The Flying Saucer-WIP<Entry:Overpowered?>
6/10

Pros:
-Good idea
-Resist pretty well (talking about the main hulk)
-I love the main weapon

Cons
-Need better sprites
-Turrets a bit fragil
-The turrets need more range
-It crahsed for me after the main weapon was destroyed

Overall i liked but need a bit more of polished


Sun Aug 08, 2010 11:05 pm
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Joined: Mon Mar 15, 2010 11:46 pm
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Post Re: The Flying Saucer-WIP<Entry:Overpowered?>
Karion wrote:
Cons
-Need better sprites
-Turrets a bit fragil
-The turrets need more range
-It crahsed for me after the main weapon was destroyed



Excuse me, but these points are ALL handled/pointed out in the OP...


Mon Aug 09, 2010 12:36 am
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Joined: Tue Jun 01, 2010 6:01 pm
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Post Re: The Flying Saucer-WIP<Entry:Overpowered?>
Is allowed, since it was released quite long ago.


Mon Aug 09, 2010 1:07 am
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Post Re: The Flying Saucer-WIP<Entry:Overpowered?>
I have a bug.I ordered one of these on the Maginot. It lost it's top turret and I ordered a Punisher just for kicks. I started grabbing random dropships with the grab hand and then I got the bright idea of grabing the saucer. I attempted to do so. I held F and rocketed toward it(not fast by the way). I proceeded to grab it and the game went black. No errors, no nothing. I hit escape and turned off my computer(thunderstorm).


Mon Aug 09, 2010 1:16 am
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Post Re: The Flying Saucer-WIP<Entry:Overpowered?>
This mod crashed my cortex command, internet, and web browser. All it did was shoot the main cannon at dirt and it was too close so it hit the ship. Crashed it. It was the secound time it shot the cannon.


Mon Aug 09, 2010 2:57 am
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Joined: Thu Apr 15, 2010 3:39 am
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Post Re: The Flying Saucer-WIP<Entry:Overpowered?>
ajlw wrote:
Karion wrote:
Cons
-Need better sprites
-Turrets a bit fragil
-The turrets need more range
-It crahsed for me after the main weapon was destroyed



Excuse me, but these points are ALL handled/pointed out in the OP...


Excuse me, but the op just tell about the crash and the sprites, not the turrets
besides those are still cons does not matter if he mentioned or not


Mon Aug 09, 2010 4:47 am
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Joined: Tue Aug 03, 2010 4:51 pm
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Post Re: The Flying Saucer-WIP<Entry:Overpowered?>
Update: I've narrowed down the crashing problem to the gibbing of the power core, I've uploaded a fix that should reduce the instances of crashing.

Update 2: The AI piloted version, deployable via Activities, will now try to get above your brain and blast into your bunker to get to it. Though it can't detect scene wrapping and some times goes the long way if a closeby target is across the scene wrap.

Update 3: With help from Grif, the AI version of the flying saucer will now correctly chase after your brain across wrapped maps. Further reduced crashes with Abdul Alhazred's recommendation. I also added some pyrotechnical pyrotechnical stuff for when it dies.


Mon Aug 09, 2010 7:58 am
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Post Re: The Flying Saucer-WIP<Entry:Overpowered?>
ajlw wrote:
Karion wrote:
Cons
-Need better sprites
-Turrets a bit fragil
-The turrets need more range
-It crahsed for me after the main weapon was destroyed
Excuse me, but these points are ALL handled/pointed out in the OP...

Doesn't change the fact that they exist.
I give it a 5/10. The offsets on the turrets are pretty bad. Unless you've fixed that in a new version.


Tue Aug 10, 2010 3:03 pm
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Joined: Tue Aug 03, 2010 4:51 pm
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Post Re: The Flying Saucer-WIP<Entry:Overpowered?>
If you are talking about how the turrets seem to be floating, that is bothering me as well and I'll fix that soon. But the offsets of the gunbarrels are really off when the saucer is moving fast as the lua that draws the gunbarrels assume a slow moving platform and I haven't figured it out enough to make changes to it.


Tue Aug 10, 2010 5:00 pm
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Post Re: The Flying Saucer-WIP<Entry:Overpowered?>
I rate it 1/10 the 1 is for trying. Its not overpowered compared to alot of ships out there. Also it is horrible in my opinion.


Wed Aug 11, 2010 4:28 am
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Post Re: The Flying Saucer-WIP<Entry:Overpowered?>
This. Is. Frickin'. JAWSOME. I especially love the overly-dramatic death.


Wed Aug 11, 2010 11:45 am
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