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 Test WIP (beta) update 2!!!!! 
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Joined: Thu Mar 13, 2008 5:02 am
Posts: 46
Location: Michigan, United States
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Post Re: Test WIP (beta) update
2v50 wrote:
no story
IT IS RANDOM DO YOU UNDERSTAND ?

I understand you are learning how to do this, and that's great,
but trust me, a good story is a strong foundation for the creation
of a faction. Even if it's a test faction you made to learn from.
Stories help inspire creation.

2v50 wrote:
And how the hell does the sniper rifle blow itself up?
i do not know!!!!


When your bullet is emitted from the weapon, if the sprite of that weapon is large
the emitter needs to be moved out so it doesn't hit the sprite and destroy the weapon.

Code:
MuzzleOffset = Vector
   X = 17
   Y = -1


This is what determines where the projectile will be created when fired, this is measured
in pixels, so if your sprite is 16 pixels long then set the value of X to 17 or 18 to provide
space for the creation of the projectile.

X is the length of the weapon and where the issue of a breaking weapon starts.
Y is the width of the weapon, this is used to determine where the barrel is on the
weapon, usually not too important for beginners.


Mon Dec 22, 2008 12:44 am
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Joined: Wed Jul 30, 2008 10:27 pm
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Post Re: Test WIP (beta) update
Wow. You're pretty angry for a twelve year old.
Please chill. Just start small; try spriting stuff pixel by pixel. Avoid using brushes.


Mon Dec 22, 2008 1:26 am
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Joined: Mon Aug 18, 2008 5:29 pm
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Location: Ukraine,Odessa in the ASC bunker-base
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Post Re: Test WIP (beta) update
Horrible . I dont want to get a warn , but this is just horrible . Dude it isnt that easy !!! Look in my early WIP . It is just beautyfull . But i worked really HARD . I've worked on BED for three weeks !!! . And the all mod is about a month + three weeks of beta testing + remaking everything what is bad . Just work more and you winn get something much better than dummy resprite .

Geti , Shook please confirm me that my first sprite of BasicSoldier was horrible .


Mon Dec 22, 2008 1:57 pm
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Joined: Sat Aug 30, 2008 1:58 am
Posts: 104
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Post Re: Test WIP (beta) update
Quote:
Look in my early WIP . It is just beautyfull .


...right that does it. What I want you to do is, take your hand, put it up your arse and pull yourself out. Please.

Please.


Mon Dec 22, 2008 4:13 pm
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Joined: Sun Jun 22, 2008 12:29 pm
Posts: 95
Location: edin scotland gb eu europe
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Post Re: Test WIP (beta) update
2v50 wrote:
And how the hell does the sniper rifle blow itself up?
i do not know!!!!


When your bullet is emitted from the weapon, if the sprite of that weapon is large
the emitter needs to be moved out so it doesn't hit the sprite and destroy the weapon.


Code:
MuzzleOffset = Vector
X = 17
Y = -1


This is what determines where the projectile will be created when fired, this is measured
in pixels, so if your sprite is 16 pixels long then set the value of X to 17 or 18 to provide
space for the creation of the projectile.

X is the length of the weapon and where the issue of a breaking weapon starts.
Y is the width of the weapon, this is used to determine where the barrel is on the
weapon, usually not too important for beginners.


that is all the same as the orig so it is not that you see it is the actor that
blows itself up :(


Horrible . I dont want to get a warn , but this is just horrible (i know) . Dude it isnt that easy(yep) !!! Look in my early WIP . It is just beautyfull (eehhh ???) . But i worked really HARD . I've worked on BED for three weeks !!! . And the all mod is about a month + three weeks of beta testing + remaking everything what is bad . Just work more and you winn get something much better than dummy resprite .

Geti , Shook please confirm me that my first sprite of BasicSoldier was horrible .(good for it (lol))


mail2345
ok thanks


Last edited by 2v50 on Mon Dec 22, 2008 11:05 pm, edited 1 time in total.



Mon Dec 22, 2008 4:49 pm
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Joined: Tue Nov 06, 2007 6:58 am
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Post Re: Test WIP (beta) update
1. Recoil could be a problem. Firing 10 sniper bullets at the same time makes a lot of recoil. To cut down in recoil, reduce the mass, reduce the velocity or reduce the particle count. You could also make it fire an TDExplosive which detonates fast(low gib impulse limit/timer) into the bullets.
2. This "beta" mod would be better in Mod Making.


Mon Dec 22, 2008 7:45 pm
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Joined: Sat Dec 16, 2006 2:50 pm
Posts: 161
Location: Vaughan, Canada
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Post Re: Test WIP (beta) update
I physically cannot read most of this thread. It's magical.


Tue Dec 23, 2008 7:02 am
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Joined: Fri Mar 02, 2007 6:59 am
Posts: 1726
Location: NSW, Australia
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Post Re: Test WIP (beta) update
I think that WIP and Beta are understatements here.

your sprites need shading and... TO NOT BE SIMPLE RE-TEXTURES.
Wow, looks like someone put a dummy into a giant flattening machine and then painted it grey.

shading is your friend.

I have no idea what inspired you to put this on the forums, you don't release a beta this unfinished EVER.


Tue Dec 23, 2008 12:21 pm
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Post Re: Test WIP (beta) update
What's the best program to do spriting on and such also i don't sprite (obviously) but damn these are really really bad. :roll:


Tue Dec 23, 2008 3:06 pm
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Post Re: Test WIP (beta) update
Paint .NET is a good program ,it's free and can use CC pallet.
Or, if you have it/cash, Photoshop works too, but it's features are aimed at image editing, not pixel editing.


Tue Dec 23, 2008 6:31 pm
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Post Re: Test WIP (beta) update
I have both Photoshop and Paint so i can do spriting but i need a good tutorial and if you think me posting this is dumb there fair be it but i am new to this place so i don't really know what is where.


Tue Dec 23, 2008 8:05 pm
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Post Re: Test WIP (beta) update
See this: http://www.datarealms.com/forum/viewtopic.php?f=1&t=12442.


Tue Dec 23, 2008 8:29 pm
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Location: The land of Pwnt
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Post Re: Test WIP (beta) update
I actually think the actor sprites look alright, the dummies i mean. Just change the shape of stuff,a and make attachables and stuff so they don't actually look like dummies. I haven't tried it yet so i don't know how well it all works. I'll get back to you once i test.

EDIT: After testing i am pretty disapointed. The dummies look alright and thats where the good stops. The miniguns are umm, impossible. The sniper rifles are umm also impossible. Tone the weapons down a whole lot. Why are there doubles of each actor and weapon? This needs a lot of work.


Tue Dec 23, 2008 9:53 pm
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Joined: Sun Jun 22, 2008 12:29 pm
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Location: edin scotland gb eu europe
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Post Re: Test WIP (beta) update 2!!!!!
UPDATE


Boba_Fett


Wow. You're pretty angry(I am not angry) for a twelve year old.(I AM NOT 12)
Please chill. Just start small; try spriting stuff pixel by pixel.(I do that) Avoid using brushes.(I do)


fyher


I actually think the actor sprites look alright, the dummies i mean.(Thanks) Just change the shape of stuff,a and make attachables and stuff so they don't actually look like dummies(will do). I haven't tried it yet so i don't know how well it all works. I'll get back to you once i test.

EDIT: After testing i am pretty disapointed.(Me too) The dummies look alright and thats where the good stops(yep). The miniguns are umm, impossible(how??? Or did you download the old one). The sniper rifles are umm also impossible(yep they are under work). Tone the weapons down a whole lot(I Could Or I Could Not :twisted: ). Why are there doubles of each actor and weapon(M1s & M2s)? This needs a lot of work(YEP)


Tue Dec 23, 2008 11:58 pm
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Joined: Wed Jul 30, 2008 10:27 pm
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Post Re: Test WIP (beta) update 2!!!!!
If you do that, then why does your stuff still look so bad?
And are you 13? How about 11?


Wed Dec 24, 2008 3:35 am
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