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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Lizard'n'Pete's Local Gun Store
darkdoom wrote: mind having a machine gun with a great ROF and moderate damage, OK piercing, and, of course, a laser sight? This is a request. PERIOD.
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Sat Sep 25, 2010 12:11 am |
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Darkdoom
Joined: Mon Jun 28, 2010 10:06 pm Posts: 461 Location: STEPPING INTO THE RING
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Re: Lizard'n'Pete's Local Gun Store
Lizard wrote: darkdoom wrote: mind having a machine gun with a great ROF and moderate damage, OK piercing, and, of course, a laser sight? This is a request. PERIOD. Yes THAT is, but i jumped to the conclusion that allstone was referring to the one about the handgun spam thing. Ok I admit it, i failed... and I apologize.
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Sat Sep 25, 2010 12:14 am |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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Re: Lizard'n'Pete's Local Gun Store
Fair enough.
Progress is very good, I'd anticipate two new weapons, at least one of which will have some fanciness. Maybe three or four if we decide to release on Sunday, but it's all guesswork anyway.
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Sat Sep 25, 2010 12:18 am |
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YHTFLKC
Joined: Thu Dec 27, 2007 4:08 am Posts: 590 Location: USA
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Re: Lizard'n'Pete's Local Gun Store
Fanciness in what way?
I certainly hope you guys are planning on some laser sights, or something cool like that.
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Sat Sep 25, 2010 2:15 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Lizard'n'Pete's Local Gun Store
Shh.. you'll ruin it.
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Sat Sep 25, 2010 11:33 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Lizard'n'Pete's Local Gun Store
They will put coolness as is appropriate. Just slapping laser sights on everything does not fall into their vision for this mod.
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Sat Sep 25, 2010 1:37 pm |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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Re: Lizard'n'Pete's Local Gun Store
...only because it was too laggy to get the exact effect we wanted. That said, it does force us to come up with more interesting stuff, so it's probably for the best.
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Sat Sep 25, 2010 1:41 pm |
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YHTFLKC
Joined: Thu Dec 27, 2007 4:08 am Posts: 590 Location: USA
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Re: Lizard'n'Pete's Local Gun Store
So do you think you're gonna release today, or tomorrow?
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Sat Sep 25, 2010 6:04 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Lizard'n'Pete's Local Gun Store
They'll release it when they think it's ready.
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Sun Sep 26, 2010 11:27 am |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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Re: Lizard'n'Pete's Local Gun Store
At the moment we're aiming for a release later today. Again, this is liable to change, but that's what we're hoping for.
There may be some commented out stuff depending on if I can get a script or two going.
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Sun Sep 26, 2010 4:13 pm |
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YHTFLKC
Joined: Thu Dec 27, 2007 4:08 am Posts: 590 Location: USA
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Re: Lizard'n'Pete's Local Gun Store
I just noticed that the magazine sprite looks a little flat, maybe add a darker tone to the left half of it?
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Sun Sep 26, 2010 5:26 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Lizard'n'Pete's Local Gun Store
It's actually supposed to be flat, like every handgun magazine is.
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Sun Sep 26, 2010 5:28 pm |
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YHTFLKC
Joined: Thu Dec 27, 2007 4:08 am Posts: 590 Location: USA
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Re: Lizard'n'Pete's Local Gun Store
Well, I kinda meant 'flat' more along the lines of shading. Maybe try it and see if it works better? If not, it's cool, I just always shade my sprites, even when two pixels in width.
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Sun Sep 26, 2010 5:31 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Lizard'n'Pete's Local Gun Store
I perfer not to do that, because it creates banding.
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Sun Sep 26, 2010 5:33 pm |
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YHTFLKC
Joined: Thu Dec 27, 2007 4:08 am Posts: 590 Location: USA
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Re: Lizard'n'Pete's Local Gun Store
Mind explaining what 'banding' is?
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Sun Sep 26, 2010 5:34 pm |
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