[WIP] DSTech Corp (UPDATED: 5/22/09)
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: DSTech Corp (UPDATED: 1/18/09)
Yeah. But then there's the emitter lifetime problem.
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Sun Apr 19, 2009 12:10 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: DSTech Corp (UPDATED: 1/18/09)
DSMK2 wrote: ion cannon turret from UT2004. I like this idea, I like it a lot. Gold generator faction sounds great, and I'm sure it'll look great if your previous sprites have anything to say.
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Sun Apr 19, 2009 12:11 am |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: DSTech Corp (UPDATED: 1/18/09)
And I came up with it
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Sun Apr 19, 2009 12:14 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: DSTech Corp (UPDATED: 1/18/09)
Duh102 wrote: DSMK2 wrote: ion cannon turret from UT2004. I like this idea, I like it a lot. Gold generator faction sounds great, and I'm sure it'll look great if your previous sprites have anything to say. Huge gold generator...I'm sorta using this as a way to improve my spriting, though I'm noticing that I can't seem to dither right,
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Sun Apr 19, 2009 12:14 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: DSTech Corp (UPDATED: 1/18/09)
You weren't kidding! Hm, I would suggest making it attachable-tastic, though you probably already have that planned (I remember the first time I blew up a Tantus).
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Sun Apr 19, 2009 1:07 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: DSTech Corp (UPDATED: 1/18/09)
Seriously, you don't need dithering with the quality of sprite you make.... -_-"
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Sun Apr 19, 2009 1:13 am |
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Orglar
Joined: Wed Dec 10, 2008 3:21 am Posts: 116
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Re: DSTech Corp (UPDATED: 1/18/09)
YES!!! So glad to hear that. That gold generator looks pretty sexy. Keep it up.
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Sun Apr 19, 2009 5:31 am |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: DSTech Corp (UPDATED: 1/18/09)
That shading style of yours doesn't require dithering, the dithering looks out of place.
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Sun Apr 19, 2009 1:11 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: DSTech Corp (UPDATED: 1/18/09)
Make it emit piles of smoke, to keep up the image of terrible wastefulness.
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Sun Apr 19, 2009 4:00 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: DSTech Corp (UPDATED: 1/18/09)
411570N3 wrote: Seriously, you don't need dithering with the quality of sprite you make.... -_-" Yes he does. His shading has always been sub-par. This looks like a decent explanation of proper dithering. Read this: http://kitted.deviantart.com/art/DITHER ... s-69747353Looking at it, I'm doing it kinda wrong myself. Though perhaps there's more than one way to do it.
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Sun Apr 19, 2009 4:14 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: DSTech Corp (UPDATED: 1/18/09)
Shook wrote: DSMK2 wrote: Doesn't work, since the MOPixels spread! Unless you did it yourself... Works for me, i did it with MARS's Autocannon. Just be sure to set the max and minimum velocities to 0 or like, 0,00001. And zero spread as well. Here's a part of the TDExplosives gib code: Code: AddGib = Gib GibParticle = MOPixel CopyOf = AtC Bullet 3 Count = 1 Spread = 0 MaxVelocity = 0.01 MinVelocity = 0 Offset = Vector X = 0 Y = 2 And the MOPixels stay together as one slug through the whole lifetime. But that doesnt seem to make any difference... the particles still wont ignore you. Does this technique make the weapon load inherit the velocity so well that no matter how you move, the shots wont get you? And besides, the emitter thing is mostly used for wide/multiple line weapon which DSMK2 was aiming for. A wide beam. Not only that, but emitters allow you to set the particle speeds to differ which allows for really long looking shots. (MinVel 10, MaxVel 100 = long beam of particles) Also yes, a gold generator is a good idea since this faction produces some expensive stuff in large quantities like a mighty power hungry army. Only digging wont do the justice so a generator will work fine. You can make the generator be a brain unit too or a brain variant of it because its fairly important and looks like you could stuff in a powerplant inside that thing besides a gold gen. Quote: Ut2k4 Ion Cannon turret Oh yes... C :
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Sun Apr 19, 2009 4:55 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: DSTech Corp (UPDATED: 1/18/09)
numgun wrote: Does this technique make the weapon load inherit the velocity so well that no matter how you move, the shots wont get you? Yes, that's why i use it instead of emitters, usually. numgun wrote: And besides, the emitter thing is mostly used for wide/multiple line weapon which DSMK2 was aiming for. A wide beam. Depending on what you mean by wide, this is also possible. Give the pixels different Y values for their offsets. Besides, he said it worked himself. :U numgun wrote: Not only that, but emitters allow you to set the particle speeds to differ which allows for really long looking shots. (MinVel 10, MaxVel 100 = long beam of particles) That's true, which is why i can't forfeit emitters entirely. >.> ANYWAYS, hueg gold generator = Om nom nom. I also smiled when i heard "UT2004 Ion Cannon". And another note, this faction be very nice. Quite overpowered, but very nice. And fun too.
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Sun Apr 19, 2009 5:04 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: DSTech Corp (UPDATED: 1/18/09)
IDEA: Give it a turbine type thing that animates as it emits gold! And make it emit tons of smoke from every visible hole in the plating.
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Sun Apr 19, 2009 5:10 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: DSTech Corp (UPDATED: 1/18/09)
Flammablezombie wrote: ...And make it emit tons of smoke from every visible hole in the plating. Nah, not lots atleast. If youre giving an emitter to stationary and lasting objects, try to have them rare and emit smoke at slow and small intervals. I hated Thanatos' old reactor since the emissions eventually were like a lag drain than a cool detail in the end.
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Sun Apr 19, 2009 6:37 pm |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: DSTech Corp (UPDATED: 1/18/09)
Credits to Geti for the help!Er, am I doing this right?
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Thu Apr 23, 2009 4:06 am |
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