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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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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.
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Sat Jun 27, 2009 5:03 am |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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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.
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Sat Jun 27, 2009 5:07 am |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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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.
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Sat Jun 27, 2009 5:47 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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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: Torso: Modified Leg Sprite + Gib as attachable Chest Plate: Above without Chest Plate (Animated): Arm: Shoulder Guard + Dropship Engine + Fist Attachable: Rocket Fist: Original Fist + Dropship Engine: Leg: Shoulder Guard (Flipped) + Leg + Foot: Composite Image: Mockup V2.00:I'm chugging along. Still have all the arm extensions to do along with some animations. Enjoy the eye candy.
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Sat Jun 27, 2009 5:50 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: 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.
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Sat Jun 27, 2009 6:20 am |
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Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
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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 225 times
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Sat Jun 27, 2009 2:15 pm |
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Boba_Fett
Joined: Wed Jul 30, 2008 10:27 pm Posts: 272
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Re: My newest WIP...The Dummy Behemoth.
Someone should make a map with this as a boss.
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Sat Jun 27, 2009 4:12 pm |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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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. I put together a quick jetpack, use it is you wish. I hope its not too big though.
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Sat Jun 27, 2009 4:22 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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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.
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Sat Jun 27, 2009 5:46 pm |
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Toes from Europe
Joined: Wed Feb 14, 2007 9:34 pm Posts: 883 Location: America
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Re: My newest WIP...The Dummy Behemoth.
I prefer the old fist, the new hand looks pretty open.
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Sat Jun 27, 2009 5:49 pm |
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Subiw
Joined: Sat Mar 01, 2008 10:12 pm Posts: 202 Location: Elsewhere
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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.
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Sat Jun 27, 2009 8:44 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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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. I put together a quick jetpack, use it is you wish. I hope its not too big though. 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.
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Sun Jun 28, 2009 12:07 am |
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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Re: My newest WIP...The Dummy Behemoth.
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?
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Sun Jun 28, 2009 12:15 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: My newest WIP...The Dummy Behemoth.
Ragdollmaster wrote: 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.
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Sun Jun 28, 2009 12:44 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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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!
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Sun Jun 28, 2009 10:54 am |
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