View unanswered posts | View active topics It is currently Wed Jan 08, 2025 9:15 pm



This topic is locked, you cannot edit posts or make further replies.  [ 177 posts ]  Go to page Previous  1 ... 3, 4, 5, 6, 7, 8, 9 ... 12  Next
 Aperture Laboratories -We do what we must, because we can! 
Author Message

Joined: Sat Feb 03, 2007 7:11 pm
Posts: 1496
Post 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.


Fri Nov 14, 2008 12:02 am
Profile WWW
User avatar

Joined: Mon Oct 06, 2008 2:04 am
Posts: 1559
Post 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.


Fri Nov 14, 2008 10:10 am
Profile
User avatar

Joined: Fri Dec 22, 2006 4:20 am
Posts: 4772
Location: Good news everyone!
Post 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.


Thu Nov 20, 2008 3:07 am
Profile WWW
User avatar

Joined: Mon Oct 06, 2008 2:04 am
Posts: 1559
Post 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.


Fri Nov 21, 2008 4:20 am
Profile
User avatar

Joined: Sat Dec 13, 2008 11:56 pm
Posts: 206
Post Re: Aperture Laboratories -We do what we must, because we can!
ha ha. whens this gonna be released?

Necro


Sat Jan 10, 2009 5:29 am
Profile
User avatar

Joined: Mon Oct 06, 2008 2:04 am
Posts: 1559
Post 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.


Sat Jun 13, 2009 11:30 pm
Profile

Joined: Sat Feb 03, 2007 7:11 pm
Posts: 1496
Post 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.


Sat Jun 13, 2009 11:43 pm
Profile WWW

Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
Post 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.


Sun Jun 14, 2009 12:46 am
Profile
User avatar

Joined: Fri Dec 22, 2006 4:20 am
Posts: 4772
Location: Good news everyone!
Post Re: Aperture Laboratories -We do what we must, because we can!
Awesome, Welcome back, LFoW!
How is GLADoS coming along?


Sun Jun 14, 2009 2:21 am
Profile WWW
User avatar

Joined: Mon Oct 06, 2008 2:04 am
Posts: 1559
Post 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.
Image
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. :)


Sun Jun 14, 2009 2:53 am
Profile
User avatar

Joined: Tue Nov 06, 2007 6:58 am
Posts: 2054
Post 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


Sun Jun 14, 2009 3:31 am
Profile
User avatar

Joined: Fri Dec 22, 2006 4:20 am
Posts: 4772
Location: Good news everyone!
Post 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.


Sun Jun 14, 2009 3:45 am
Profile WWW
User avatar

Joined: Mon Oct 06, 2008 2:04 am
Posts: 1559
Post 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:
Image

Anyway. GLaDOS sprite update for all the people showing support:
Image
She's so hard to shade. I don't have that many in palette dark greys/blacks. But I'm chugging along.


Sun Jun 14, 2009 3:57 am
Profile
User avatar

Joined: Mon Apr 28, 2008 1:35 am
Posts: 383
Post Re: Aperture Laboratories -We do what we must, because we can!
damn that good

its so huge! I really wanna see it in game


Sun Jun 14, 2009 5:05 am
Profile

Joined: Thu May 28, 2009 8:25 pm
Posts: 3
Post 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.


Sun Jun 14, 2009 5:22 am
Profile
Display posts from previous:  Sort by  
This topic is locked, you cannot edit posts or make further replies.   [ 177 posts ]  Go to page Previous  1 ... 3, 4, 5, 6, 7, 8, 9 ... 12  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.050s | 14 Queries | GZIP : Off ]