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				 AaronLee 
				
				
					 Joined: Fri Jun 01, 2007 12:17 am Posts: 106
				 
				 
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				  Re: Whitebot Actors  
					
						/me points to full lua exposure in build 21.
  It's not as easy as you think for a handful of blokes graced by the magic of lord internet to make a game as polished and functional as this one. 
					
  
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			| Tue Sep 02, 2008 6:59 am | 
			
				
					 
					
					 
				    
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				 Nova 
				
				
					 Joined: Mon Sep 01, 2008 5:44 am Posts: 30 Location: 1001011101<Here>01101110
				 
				 
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				  Re: Whitebot Actors  
					
						The Brain bot works, but because of the game code it has to be the first/only brain spawned.
  and 20x .. i don't want my monitor to explode from trying to display WIN in its most pure state...
  I'm gonna re-do the striker and add a shotgun tonight, possible a whitebot bunker.. whatever i have time for, then ill re-upload. 
					
  
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			| Tue Sep 02, 2008 7:43 am | 
			
				
					 
					
					 
				  
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				 CrazyMLC 
				
				
					 Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
				 
				 
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				  Re: Whitebot Actors  
					
						looks interesting, almost thought the robots had double knee legs, like a dog's back legs. but no. still cool, and i lack mods. Downloaded! 
					
  
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			| Tue Sep 02, 2008 7:51 am | 
			
				
					 
					
					 
				    
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				 Nova 
				
				
					 Joined: Mon Sep 01, 2008 5:44 am Posts: 30 Location: 1001011101<Here>01101110
				 
				 
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				  Re: Whitebot Actors  
					
						ok, tonight i will *Make a flag(Shield) *Fix the outlines on the whitebot *Adjust the leg length *Resprite the striker gun *Add a blue flame for the jetpack
  And if i feel like it ill sprite up some bunkers and a shotgun 
					
  
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			| Tue Sep 02, 2008 8:03 am | 
			
				
					 
					
					 
				  
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				 Nova 
				
				
					 Joined: Mon Sep 01, 2008 5:44 am Posts: 30 Location: 1001011101<Here>01101110
				 
				 
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				  Re: Whitebot Actors  
					
						Im having a bit of trouble geting the flag to animate? the animating part is an attachable connected to the flag pole(sheild) frames 000 - 010 (framecount = 11) any suggestions? 
					
  
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			| Tue Sep 02, 2008 10:00 am | 
			
				
					 
					
					 
				  
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				 Gotcha! 
				
				
					 Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
				 
				 
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				  Re: Whitebot Actors  
					
						I doubt it's possible to animate shields.    
					
  
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			| Tue Sep 02, 2008 10:52 am | 
			
				
					 
					
					 
				  
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				 Nova 
				
				
					 Joined: Mon Sep 01, 2008 5:44 am Posts: 30 Location: 1001011101<Here>01101110
				 
				 
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				  Re: Whitebot Actors  
					
						Damn... Dose that apply to attached objects? (that's what im trying to animate) Is there no work around? 
					
  
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			| Tue Sep 02, 2008 11:13 am | 
			
				
					 
					
					 
				  
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				 capnbubs 
				
				
					 Joined: Mon Mar 26, 2007 1:15 am Posts: 593 Location: UK
				 
				 
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				  Re: Whitebot Actors  
					
						Has anybody else noticed one of Prom's whitebots seems to be a homage to the cricket robots from the Hitchhiker's Guide to the Galaxy?
  It could be entirely unintentional, but to me the armour vest looks like a cricketers padding, and the gold nugget looks like the ball. 
					
  
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			| Tue Sep 02, 2008 11:51 am | 
			
				
					 
					
					 
				  
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				 Nova 
				
				
					 Joined: Mon Sep 01, 2008 5:44 am Posts: 30 Location: 1001011101<Here>01101110
				 
				 
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				  Re: Whitebot Actors  
					
						Omg, well spotted capnbubs. 
					
  
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			| Tue Sep 02, 2008 12:36 pm | 
			
				
					 
					
					 
				  
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				 Arturo 
				
				
					 Joined: Thu Aug 07, 2008 10:09 pm Posts: 39
				 
				 
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				  Re: Whitebot Actors  
					
						Hitchikers guide, For the win 
					
  
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			| Tue Sep 02, 2008 3:45 pm | 
			
				
					 
					
					 
				  
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				 Requisite 
				
				
					 Joined: Fri Nov 16, 2007 6:32 pm Posts: 211
				 
				 
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				  Re: Whitebot Actors  
					
						The Cling Clang wrote: - Legs need to be shorter; body needs to be longer. - Legs have a black outline; The head has a grey outline. Be consistent. - Not a fan of health > 100. - The rifle sprite could be better than an AK-resprite. I like the long legs, and I think the rifle sprite is fine. However, I agree with you on the other points.  
					
  
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			| Tue Sep 02, 2008 5:58 pm | 
			
				
					 
					
					 
				  
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				 Nova 
				
				
					 Joined: Mon Sep 01, 2008 5:44 am Posts: 30 Location: 1001011101<Here>01101110
				 
				 
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				  Re: Whitebot Actors  
					
						  I think i have addressed those points, upload after i make some new content. It would be nice to see what prom thinks of all this.  
					
  
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			| Wed Sep 03, 2008 12:22 am | 
			
				
					 
					
					 
				  
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				 Geti 
				
				
					 Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
				 
				 
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				  Re: Whitebot Actors  
					
						i think you can do animation by attaching an emmiter and animating the flash, like a muzzle flash. i know you can do it with wounds, so i dont see why not just a plain attachable. give it a go. 
					
  
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			| Wed Sep 03, 2008 1:13 am | 
			
				
					 
					
					 
				    
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				 Nova 
				
				
					 Joined: Mon Sep 01, 2008 5:44 am Posts: 30 Location: 1001011101<Here>01101110
				 
				 
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				  Re: Whitebot Actors  
					
						Will do.   A flag that dose not animate isn't very professional. I should extend the grey body plating down further, keep it true to the art.  
					
							
  
							
    							Last edited by Nova on Wed Sep 03, 2008 1:45 am, edited 2 times in total. 
    						 
						
  
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			| Wed Sep 03, 2008 1:27 am | 
			
				
					 
					
					 
				  
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				 Nova 
				
				
					 Joined: Mon Sep 01, 2008 5:44 am Posts: 30 Location: 1001011101<Here>01101110
				 
				 
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				  Re: Whitebot Actors  
					
						I might consider starting work on a brainmech, A headless human actor should suffice.. Lots of attachables for destroyable armor plating. It would be nice to use mounted mo's instead of arms, but thats a crab thing..  
  Anyone know if you can directly replace a body part with weapon? Seems like ill have to do a few experiments. 
					
  
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			| Wed Sep 03, 2008 1:28 am | 
			
				
					 
					
					 
				  
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