Aperture Laboratories -We do what we must, because we can!
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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Re: Aperture Laboratories -We do what we must, because we can!
Err, sorry guys, I've been Pre-occupied by the Left 4 Dead demo (Yes, demo, it's THAT good.)
And I haven't worked on this at all... and I'm lazy... so... uhm.. I quit.
Here's what's done.
I'll post the turrets in a while.
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Fri Nov 14, 2008 12:02 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Aperture Laboratories -We do what we must, because we can!
Nice zalo. =)
I'll be continually updating parts of her sprite soon, then work on the gibs.
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Fri Nov 14, 2008 10:10 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: Aperture Laboratories -We do what we must, because we can!
So is this dead? This thread better not be dead.
I need an aperture science bunker.
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Thu Nov 20, 2008 3:07 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Aperture Laboratories -We do what we must, because we can!
Dead? Noope, we're Still Alive. Har har.
Just been messing around with WoW:WotLK lately with my girlfriend. I've bee doing some shading on GLaDOS, but as far as bunker modules go it's a little tedious. I can't seem to get a result that I like. I've been trying for a sheeny bunker in clean white backround, but I can't seem to get it to look right. Regardless this is still WIP, just more In progress than work at the moment.
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Fri Nov 21, 2008 4:20 am |
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deathbal101
Joined: Sat Dec 13, 2008 11:56 pm Posts: 206
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Re: Aperture Laboratories -We do what we must, because we can!
ha ha. whens this gonna be released?
Necro
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Sat Jan 10, 2009 5:29 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Aperture Laboratories -We do what we must, because we can!
I will revive this. It will take some time, but if zalo or others are still willing to help, I will finish this one.
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Sat Jun 13, 2009 11:30 pm |
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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Re: Aperture Laboratories -We do what we must, because we can!
That reminds me that I never uploaded my version of GLaDOS. I wonder if i still have it.
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Sat Jun 13, 2009 11:43 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Aperture Laboratories -We do what we must, because we can!
I heard you said the turret was too large. I think the size is just perfect right now.
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Sun Jun 14, 2009 12:46 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: Aperture Laboratories -We do what we must, because we can!
Awesome, Welcome back, LFoW! How is GLADoS coming along?
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Sun Jun 14, 2009 2:21 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Aperture Laboratories -We do what we must, because we can!
zalo wrote: That reminds me that I never uploaded my version of GLaDOS. I wonder if i still have it. Let me know if you do find it! I just have all of my sprites. numgun wrote: I heard you said the turret was too large. I think the size is just perfect right now. I meant to say it "was" too large when I first did it. I got detail crazy and forgot I wasn't zoomed in, haha. CrazyMLC wrote: Awesome, Welcome back, LFoW! How is GLADoS coming along? GLaDOS is in the same state that the last picture saw her in. I haven't touched it in months. But I will continue work and updates on her like I used to.
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Sun Jun 14, 2009 2:53 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Aperture Laboratories -We do what we must, because we can!
Bit of a minor thing, but I bet you can make GLaDOS play "Still Alive" on death. Code: AudioMan:PlayMusic("musicpath",0,-1)
OR: Also, using emulated attachables, you can make it so that the main GLaDOS only dies when all the chip things are destroyed, along with nerotoxin released on chip 1 loss. The code posted all forces the chips to fall off only when the previous chip is destroyed. Somewhere in create: Code: self.gasrange = 100 --Range of nerotoxin self.chippin = 10 --Pinstrength of chips ready to fall off self.ticktogas = 32 --Lower this to make neuro toxin activate more self.chip = CreateMOSRotating("whatever","wahtever.rte") self.chip.Pos.X = self.Pos.X + <offset> self.chip.Pos.Y = self.Pos.Y + <offset> self.chip.PinStrength = self.chippin MovableMan:AddMOSRotating(self.chip) self.chip2 = CreateMOSRotating("whatever","wahtever.rte") self.chip2.Pos.X = self.Pos.X + <offset> self.chip2.Pos.Y = self.Pos.Y + <offset> self.chip2.PinStrength = 999999 MovableMan:AddMOSRotating(self.chip2) self.chip3 = CreateMOSRotating("whatever","wahtever.rte") self.chip3.Pos.X = self.Pos.X + <offset> self.chip3.Pos.Y = self.Pos.Y + <offset> self.chip3.PinStrength = 999999 MovableMan:AddMOSRotating(self.chip3) self.chip4 = CreateMOSRotating("whatever","wahtever.rte") self.chip4.Pos.X = self.Pos.X + <offset> self.chip4.Pos.Y = self.Pos.Y + <offset> self.chip4.PinStrength = 999999 MovableMan:AddMOSRotating(self.chip4)
Somwhere in update: Code: if not(self.chip:IsParticle()) then if not(self.chip2:IsParticle()) then if not(self.chip3:IsParticle()) then if not(self.chip4:IsParticle()) then AudioMan:PlayMusic("musicpath",0,-1) self:GibThis() elseif self.chip4.PinStrength == 999999 then self.chip4.PinStrength = self.chippin end elseif self.chip3.PinStrength == 999999 then self.chip3.PinStrength = self.chippin end elseif self.chip2.PinStrength == 999999 then self.chip2.PinStrength = self.chippin end for actor in MovableMan.Actors do if math.random(tickstogas) == 1 and math.sqrt(math.pow((actor.Pos.X-self.Pos.X),2) + math.pow((actor.Pos.Y - self.Pos.Y),2)) < self.gasrange then actor.Health = actor.Health -1 end end
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Sun Jun 14, 2009 3:31 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: Aperture Laboratories -We do what we must, because we can!
Lua will make this so much more enjoyable. Being able to add in boss music... It'll be great.
On the turret, the base looks a little wide.
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Sun Jun 14, 2009 3:45 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Aperture Laboratories -We do what we must, because we can!
Nah that's the old turret. The too big one. The more streamlined and accurate sized one is here: Anyway. GLaDOS sprite update for all the people showing support: She's so hard to shade. I don't have that many in palette dark greys/blacks. But I'm chugging along.
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Sun Jun 14, 2009 3:57 am |
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Aspect
Joined: Mon Apr 28, 2008 1:35 am Posts: 383
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Re: Aperture Laboratories -We do what we must, because we can!
damn that good
its so huge! I really wanna see it in game
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Sun Jun 14, 2009 5:05 am |
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Drei
Joined: Thu May 28, 2009 8:25 pm Posts: 3
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Re: Aperture Laboratories -We do what we must, because we can!
GLaDOS is coming along nicely, the line art for it is good, but you've got two areas with bad shading. The grey of the head is pillow-shaded, where as the rest of it is more to the top right than center. The other is the 'hand' and it really just needs less shades for better definition, mostly on the darker area though as it seems to fall under a psuedo-pillow shading style. And pillow shading is NEVER good.
Can't wait for you to finish.
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Sun Jun 14, 2009 5:22 am |
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