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wutangfan1990
Joined: Sun Apr 29, 2007 6:11 pm Posts: 543 Location: The hood
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Tachikoma
Anyone up to making one?
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Thu Jan 03, 2008 10:18 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: Tachikoma
Way to get my hopes up and then dash them with a silly question.
I'll say this once and only once: modding for CC really isn't that hard, technically. If you want something, you can spend a couple weeks and probably figure out how to make it.
At the very least, give us a starting point. Make SOMEthing, and then maybe somebody will help.
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Thu Jan 03, 2008 10:31 pm |
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Dragster
Joined: Thu Nov 30, 2006 8:49 pm Posts: 158
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Re: Tachikoma
I agree, atleast make a basic code for us to work with, or sprites or something.
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Thu Jan 03, 2008 10:32 pm |
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Electroclan
Joined: Sat Jun 30, 2007 4:39 am Posts: 521
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Re: Tachikoma
This belongs in the request sticky, not it's own topic.
Unlocked for future discussion.
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Thu Jan 03, 2008 11:04 pm |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: Tachikoma
(Thanks Electroclan) Alright I made the sprite for the Tachikoma! In a few hours... My eyes burn...Any one have any idea on how its walking animations should be? Once thats done, I'm going to hand it over to anyone who is willing to code.
Last edited by DSMK2 on Fri Jan 04, 2008 2:34 am, edited 1 time in total.
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Fri Jan 04, 2008 2:23 am |
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Metal Chao
Joined: Sat May 05, 2007 6:04 pm Posts: 2901
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Re: Tachikoma
You have to make the legs/body/weapon seperate sprites.
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Fri Jan 04, 2008 2:31 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: Tachikoma
metal chao wrote: You have to make the legs/body/weapon seperate sprites. I'm using GraphicsGale. Its got Layering, thats just the preview of what I got done so far.
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Fri Jan 04, 2008 2:35 am |
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ProjektTHOR
Banned
Joined: Tue Feb 27, 2007 4:05 pm Posts: 2527
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Re: Tachikoma
When in combat, Tachikoma typically used its rollerfeet.
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Fri Jan 04, 2008 3:11 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: Tachikoma
ProjektTHOR wrote: When in combat, Tachikoma typically used its rollerfeet. ... Now how do we code that...? (Or should we just adapt it to the CC universe and make it walk, it seems really made for the dreadnought base... But it doesn't exactly walk like the dreadnought)
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Fri Jan 04, 2008 3:24 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: Tachikoma
Ah much better.
Aw, just make it walk normally. We can pretend its just playing.
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Fri Jan 04, 2008 5:17 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: Tachikoma
Hmmm... With those cute voices... It'll be like crazy children with guns! Don't get the english dub voices.
I'll get to work on the legs tomorrow.
Work a bit on gib sprites? More like, any comments on it?
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Fri Jan 04, 2008 5:28 am |
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ProjektTHOR
Banned
Joined: Tue Feb 27, 2007 4:05 pm Posts: 2527
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Re: Tachikoma
DSMK2 wrote: Now how do we code that...? AddAttachable = Wheel
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Fri Jan 04, 2008 7:30 am |
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Dragster
Joined: Thu Nov 30, 2006 8:49 pm Posts: 158
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Re: Tachikoma
Not possible... Is it? Anyway, the "tail" part with all the guns should be the turret me thinks...
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Fri Jan 04, 2008 1:28 pm |
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ProjektTHOR
Banned
Joined: Tue Feb 27, 2007 4:05 pm Posts: 2527
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Re: Tachikoma
Uh yeah. That's worked since Build 18.
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Fri Jan 04, 2008 2:48 pm |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: Tachikoma
Put it as a boost then? Replace the jump function... Except it goes horizontal to the ground... The arms are going to be the gun, the "tail" part is the cockpit.
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Fri Jan 04, 2008 5:13 pm |
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