View unanswered posts | View active topics It is currently Fri Jan 10, 2025 12:42 pm



Reply to topic  [ 121 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6, 7 ... 9  Next
 The Dummy Behemoth...is Released! Ignore this thread! 
Author Message
User avatar

Joined: Mon Oct 06, 2008 2:04 am
Posts: 1559
Reply with quote
Post Re: My newest WIP...The Dummy Behemoth.
Honestly I'm really liking the launching Dreadnaughts at people idea. If we can get it to work, I don't see why it wouldn't be able to throw entire actors at each other.


Sat Jun 27, 2009 5:03 am
Profile
User avatar

Joined: Mon Jun 04, 2007 5:55 am
Posts: 1627
Location: Ohio
Reply with quote
Post Re: My newest WIP...The Dummy Behemoth.
LowestFormOfWit wrote:
Honestly I'm really liking the launching Dreadnaughts at people idea. If we can get it to work, I don't see why it wouldn't be able to throw entire actors at each other.


Shoulder mounted cannon that fires a drop crate containing a dummy with a rail pistol, grenade launcher, heavy digger, and 2 grenades.

This is my suggestion. I'd do it myself but i'm to lazy to make a sprite.


Sat Jun 27, 2009 5:07 am
Profile YIM WWW
Loose Canon
User avatar

Joined: Sun Mar 29, 2009 11:07 pm
Posts: 2992
Location: --------------->
Reply with quote
Post Re: My newest WIP...The Dummy Behemoth.
LowestFormOfWit wrote:
Honestly I'm really liking the launching Dreadnaughts at people idea. If we can get it to work, I don't see why it wouldn't be able to throw entire actors at each other.

Dreadnaughckets! Unless you're talking about non-rocket-propelled-Dreadnaughts.


Sat Jun 27, 2009 5:47 am
Profile WWW
User avatar

Joined: Mon Oct 06, 2008 2:04 am
Posts: 1559
Reply with quote
Post Re: My newest WIP...The Dummy Behemoth.
I got one in the works already. It's on my original concept art sheet about this, along with some other weapons I thought about.

Here's a BIG update on the sprites:

Head: Dummy Controller + Helmet Cover:
Image

Torso: Modified Leg Sprite + Gib as attachable Chest Plate:
Image

Above without Chest Plate (Animated):
Image

Arm: Shoulder Guard + Dropship Engine + Fist Attachable:
Image

Rocket Fist: Original Fist + Dropship Engine:
Image

Leg: Shoulder Guard (Flipped) + Leg + Foot:
Image

Composite Image: Mockup V2.00:
Image


I'm chugging along. Still have all the arm extensions to do along with some animations. Enjoy the eye candy.


Sat Jun 27, 2009 5:50 am
Profile
User avatar

Joined: Fri Dec 22, 2006 4:20 am
Posts: 4772
Location: Good news everyone!
Reply with quote
Post Re: My newest WIP...The Dummy Behemoth.
I'd say make the elbows smaller and the legs longer a bit.
Make it look less like a bunch of scraps put together, make it all around the same hue.

Looks nice though.


Sat Jun 27, 2009 6:20 am
Profile WWW
User avatar

Joined: Fri Oct 17, 2008 9:46 pm
Posts: 5212
Location: The Grills Locker.
Reply with quote
Post Re: My newest WIP...The Dummy Behemoth.
LowestFormOfWit wrote:
Also, how do I edit the foot groups?


You just create an AtomGroup and then make the FootGroup variable in your actor's code point to it. I'm attaching a group I made some time ago. I can tolerate up to about 900 mass, so your robot should have no problem using it. Also, I really liked the sprite update you made, but the dummy simbol on the head still bugs me a little.


Attachments:
File comment: The footgroup!
FootGroup.ini [3.65 KiB]
Downloaded 226 times
Sat Jun 27, 2009 2:15 pm
Profile WWW
User avatar

Joined: Wed Jul 30, 2008 10:27 pm
Posts: 272
Reply with quote
Post Re: My newest WIP...The Dummy Behemoth.
Someone should make a map with this as a boss.


Sat Jun 27, 2009 4:12 pm
Profile
User avatar

Joined: Wed Nov 22, 2006 3:19 pm
Posts: 2073
Reply with quote
Post Re: My newest WIP...The Dummy Behemoth.
New sprites are super sexay!
I like the beefy arms, they really add to the whole badass melee unit image. :D

I put together a quick jetpack, use it is you wish.
I hope its not too big though.

Image


Sat Jun 27, 2009 4:22 pm
Profile

Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
Reply with quote
Post Re: My newest WIP...The Dummy Behemoth.
The new look now makes it look like a giant soldier robot. Now I see it as similar to MPAM's fighting style with this guy dual wielding massive chainguns or stuff like that. It looks more of a soldier than a brute robot now.

Certainly some badass robot coming up there.


Sat Jun 27, 2009 5:46 pm
Profile
User avatar

Joined: Wed Feb 14, 2007 9:34 pm
Posts: 883
Location: America
Reply with quote
Post Re: My newest WIP...The Dummy Behemoth.
I prefer the old fist, the new hand looks pretty open.


Sat Jun 27, 2009 5:49 pm
Profile
User avatar

Joined: Sat Mar 01, 2008 10:12 pm
Posts: 202
Location: Elsewhere
Reply with quote
Post Re: My newest WIP...The Dummy Behemoth.
For the elbow and knee segments, I suggest you lighten up the outlines a bit. They look a little out of place right now.


Sat Jun 27, 2009 8:44 pm
Profile WWW
User avatar

Joined: Mon Oct 06, 2008 2:04 am
Posts: 1559
Reply with quote
Post Re: My newest WIP...The Dummy Behemoth.
CrazyMLC wrote:
I'd say make the elbows smaller and the legs longer a bit.
Make it look less like a bunch of scraps put together, make it all around the same hue.

Looks nice though.


Areku wrote:
You just create an AtomGroup and then make the FootGroup variable in your actor's code point to it. I'm attaching a group I made some time ago. I can tolerate up to about 900 mass, so your robot should have no problem using it. Also, I really liked the sprite update you made, but the dummy simbol on the head still bugs me a little.


What about the head symbol bugs you? I made it more distinct and flipped it to the correct position.

Yeah I can scale down the elbow. I originally had it this way, but I've had a strange goal in mind when doing this, and that was to edit the existing gibs as little as possible, just to see if I could do it. I'll try to make the colors a little more uniform.

Boba_Fett wrote:
Someone should make a map with this as a boss.

LowestFormOfWit wrote:
I currently plan to use it as a boss unit in a mission I have in conceptual stages, so probably quite down the road.


MaximDude wrote:
New sprites are super sexay!
I like the beefy arms, they really add to the whole badass melee unit image. :D

I put together a quick jetpack, use it is you wish.
I hope its not too big though.

Image


That's a neat jetpack. And no it's not too big. If anything it's too small! The jet pack I have it the works was bigger and a little different, but that may work. I'm wondering if I should do a jetpack at all, or make the heels on the legs the point of the jets. I'll see how that turns out.


Last edited by LowestFormOfWit on Sun Jun 28, 2009 2:04 am, edited 1 time in total.



Sun Jun 28, 2009 12:07 am
Profile
User avatar

Joined: Sun Dec 16, 2007 12:09 am
Posts: 1115
Location: Being The Great Juju
Reply with quote
Post Re: My newest WIP...The Dummy Behemoth.
LowestFormOfWit wrote:
Image


:shock:

Amazing! But the feet/legs seem a little short in proportion to the Hulk-like arms and head, or maybe just a little thin-looking since everything else is so bulky. Maybe add in another part to extend/bulk them up?


Sun Jun 28, 2009 12:15 am
Profile
User avatar

Joined: Mon Oct 06, 2008 2:04 am
Posts: 1559
Reply with quote
Post Re: My newest WIP...The Dummy Behemoth.
Ragdollmaster wrote:
LowestFormOfWit wrote:
Image


:shock:

Amazing! But the feet/legs seem a little short in proportion to the Hulk-like arms and head, or maybe just a little thin-looking since everything else is so bulky. Maybe add in another part to extend/bulk them up?


That's probably a good idea. I can add another armor plate to the legs and see how it looks.


Sun Jun 28, 2009 12:44 am
Profile
User avatar

Joined: Fri Mar 02, 2007 6:59 am
Posts: 1726
Location: NSW, Australia
Reply with quote
Post Re: My newest WIP...The Dummy Behemoth.
The arms are VERY long, gives it a very ape-like look. Perfect for picking things up and throwing them, much more interesting than just 'yeah I can hold big guns lol'
For weapons, having the fist morph into a gun would be pretty awesome too, like astroboy.
The realistic, possible equivalent of this is have the fist as a weapon, and you change weapons to morph it. I'm sure there's a tricky way of animating it to transform, even if it transformed for each shot, then transformed back again (using the minigun code).

Nice work so far!


Sun Jun 28, 2009 10:54 am
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 121 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6, 7 ... 9  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 : 0.093s | 15 Queries | GZIP : Off ]