View unanswered posts | View active topics It is currently Mon Oct 07, 2024 5:45 am



Reply to topic  [ 42 posts ]  Go to page 1, 2, 3  Next
 [WIP] Pirate Industries Complete Conversion Pack 
Author Message
User avatar

Joined: Fri Mar 02, 2007 4:42 am
Posts: 106
Location: Pirate Ind. newly established HQ on Goffre Prime
Reply with quote
Post [WIP] Pirate Industries Complete Conversion Pack
Decided to try and make a conversion pack instead of just a mod pack. Mostly sprites so far. Decided to do those all first since they are the most time consuming. I also want to include some metagame elements to this. I always feel like a good story and setting improves the quality of any creation.

Here's the goods (so far):
Image
Most of this speaks for itself. I've already decided on what's what for each of these. I updated the sprites a bit already so these are kind of old now. I'll change that sometime soon.

Image
Killgun. Version 3 I believe. Self explanatory.

Image
Hunter Killer. I decided to make it into a Killbot variant. I'm re-working the legs since the first ones I made were giant and looked funny. They also obscured most of the body making my spriting redundant. It has eight frames so walking should look incredibly smooth. I also want to try and replace the crawl stance with a "pounce" stance, you can imagine what that will result in.

Image
I have no name for this guy but he will fill the empty void of the Egg Trooper. He is not made of flesh so no civilians were abducted to make this guy. I also designed some light weapons for him. Two of them will be energy based but I want them to be innovative so I'm gonna take my time with them.

I also have two more units in the works, one of which is a crab walker. I wasn't originally going to make one but I got sidetracked and went for it anyway. I haven't decided on what kind of vehicles I want to make yet but I WILL make something worth making note of. I don't think I'll need as much help coding as I originally thought but I may need someone eventually for help making a few scenes and related stuff.

If you have experience with scene making drop a name and I may call you up later. Not anytime soon but later. Maybe during my term 2 break. Playable stuff should be here soon for testing. Maybe not, it depends on how difficult my midterms will look.


Last edited by ropeface on Fri Jan 22, 2010 9:40 pm, edited 5 times in total.



Wed Jan 06, 2010 1:32 am
Profile
User avatar

Joined: Wed Jan 24, 2007 11:53 pm
Posts: 589
Location: Silicon Valley, California
Reply with quote
Post Re: Ropeface does not make empty promises
http://forums.datarealms.com/viewtopic.php?f=83&t=11701
I guess we can now settle that matter... even though the DL is long since gone. Was the warbot part of Pirate Industries?

Good to see you back ropeface - I really enjoyed the mods you made. I'm too busy help you out with your modding, but what you posted looks great. Good luck! :)


Wed Jan 06, 2010 1:56 am
Profile
User avatar

Joined: Fri Mar 02, 2007 4:42 am
Posts: 106
Location: Pirate Ind. newly established HQ on Goffre Prime
Reply with quote
Post Re: Ropeface does not make empty promises
uberhen wrote:
http://forums.datarealms.com/viewtopic.php?f=83&t=11701
I guess we can now settle that matter... even though the DL is long since gone. Was the warbot part of Pirate Industries?


Thank you uberhen, it is good to be remembered. Also, to answer your question: no the Warbot was Piezo's creation. Although I must give credit to him, without his Warbot's walkpath I would not have been able to make the Hunter Killer. Although originally I had intended the HK to have larger legs. Perhaps this is something I will rectify...


Wed Jan 06, 2010 2:05 am
Profile
Loose Canon
User avatar

Joined: Sun Mar 29, 2009 11:07 pm
Posts: 2992
Location: --------------->
Reply with quote
Post Re: Ropeface does not make empty promises
I'm from after your time, anyone got anything representative and B23 compatable?


Wed Jan 06, 2010 2:05 am
Profile WWW
User avatar

Joined: Wed Jan 24, 2007 11:53 pm
Posts: 589
Location: Silicon Valley, California
Reply with quote
Post Re: Ropeface does not make empty promises
ropeface wrote:
Thank you uberhen, it is good to be remembered. Also, to answer your question: no the Warbot was Piezo's creation. Although I must give credit to him, without his Warbot's walkpath I would not have been able to make the Hunter Killer. Although originally I had intended the HK to have larger legs. Perhaps this is something I will rectify...

Don't mention it. I'd edit my warbot post, but unfortunately the mods locked it some time ago.
I hope you keep the HK's inverted leg joints - IMO, that's what gave it its originality. The jetpack was perfect too; just a tap would send it shooting up, and you could carry an armory's worth in its inventory.

I have a working B23 hk.rte, would you mind if I attach it here to show the new members what they missed?


Wed Jan 06, 2010 2:19 am
Profile
User avatar

Joined: Fri Dec 28, 2007 4:19 am
Posts: 1119
Reply with quote
Post Re: Ropeface does not make empty promises
I'm now pretty anxious to see how this will work out, loving your sprites.


Wed Jan 06, 2010 2:21 am
Profile
REAL AMERICAN HERO
User avatar

Joined: Sat Jan 27, 2007 10:25 pm
Posts: 5655
Reply with quote
Post Re: Ropeface does not make empty promises
I'd love to offer lua help but can't promise full-scale mod participation.


Wed Jan 06, 2010 2:27 am
Profile
User avatar

Joined: Fri Mar 02, 2007 4:42 am
Posts: 106
Location: Pirate Ind. newly established HQ on Goffre Prime
Reply with quote
Post Re: Ropeface does not make empty promises
@uherben: Go ahead and post it, I'm going to be remaking it anyway. Oh and of course I'm keeping the reverse leg joints, it wouldn't be a Hunter Killer without them!

@Grif: Any help the mighty Grif could lend would be very much appreciated.

I should also mention that I will periodically update this thread with more sprites and teaser stuffs throughout the week.


Wed Jan 06, 2010 3:24 am
Profile
Loose Canon
User avatar

Joined: Sun Mar 29, 2009 11:07 pm
Posts: 2992
Location: --------------->
Reply with quote
Post Re: Ropeface does not make empty promises
A bit disconcerting having people keep referring to an hk (Hunter Killer) when people often abbreviate my name the same way. Still wanna try this thing out though.


Wed Jan 06, 2010 4:28 am
Profile WWW
User avatar

Joined: Wed Jan 24, 2007 11:53 pm
Posts: 589
Location: Silicon Valley, California
Reply with quote
Post Re: Ropeface does not make empty promises
@ ropeface: Sweet. I can't wait to see what lua can do for these bots.

@ Hk & DRL: Here's the hk for B23. Be careful with the jetpack!
Attachment:
B23 Hunter-Killer Bot.rar [313.91 KiB]
Downloaded 282 times


Wed Jan 06, 2010 4:43 am
Profile
User avatar

Joined: Wed Jan 07, 2009 10:26 am
Posts: 4074
Location: That quaint little British colony down south
Reply with quote
Post Re: Ropeface does not make empty promises
I assume you mean northern hemisphere summer?


Wed Jan 06, 2010 7:21 am
Profile WWW
User avatar

Joined: Fri Mar 02, 2007 4:42 am
Posts: 106
Location: Pirate Ind. newly established HQ on Goffre Prime
Reply with quote
Post Re: Ropeface does not make empty promises
411570N3 wrote:
I assume you mean northern hemisphere summer?


Oh yes, I sometimes forget that the internet extends beyond my room. By summer I mean to say MY summer, as in June (well technically April because my term ends then but June is the classic summer month).

@Hyperkultra
I didn't even know you existed. But now I do. Maybe I'll make a short reference to your name in the Pirate Ind. lore... most likely pertaining to the creation of the Hunter Killer units (just as a little joke). Which, by-the-by, I have decided to make as a Killbot variant.


Wed Jan 06, 2010 6:10 pm
Profile
Loose Canon
User avatar

Joined: Sun Mar 29, 2009 11:07 pm
Posts: 2992
Location: --------------->
Reply with quote
Post Re: Ropeface does not make empty promises
Not surpised you didn't know of me, I came into existance circa a few days before B23. That'd be awesome to have a lore reference though.


Wed Jan 06, 2010 6:37 pm
Profile WWW
User avatar

Joined: Wed Dec 13, 2006 12:10 am
Posts: 562
Location: Termina
Reply with quote
Post Re: Ropeface does not make empty promises
I am overjoyed to see you're back...again...for the second time :) . I am hoping the things I sent you the last time you came back is still assisting with the mod (last time you returned and the things I sent you viewtopic.php?f=1&t=15189)

oh and I like head 3 for the empress


Thu Jan 07, 2010 4:11 am
Profile WWW
User avatar

Joined: Fri Mar 02, 2007 4:42 am
Posts: 106
Location: Pirate Ind. newly established HQ on Goffre Prime
Reply with quote
Post Re: Ropeface does not make empty promises
A question to help me with making unique walkpaths: does more frames equate to more mobility? I've tried this before and it certainly looks smoother but I am shaky on the actual mechanics of non-jetpack movement in CC. I am not sure if it actually is doing anything. Maybe if I add more frames...

Also, I'm trying to increase traction on an actors feet to dangerous levels. Essentially I want it to be able to walk up vertical surfaces unassisted. I've tried brute force: making feet sprites with a sharp end that just digs into surfaces. Works well on softer terrain but not bunkers. Nice for stepping on enemies though. I've thought of attaching something to the feet but in my experience attaching anything to feet doesn't work out. Ideas?


Thu Jan 07, 2010 5:28 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 42 posts ]  Go to page 1, 2, 3  Next

Who is online

Users browsing this forum: Google [Bot]


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:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.040s | 16 Queries | GZIP : Off ]