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Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
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Re: Art Dump
Natti wrote: My two favourite guns from those: The SMG, left row third from top, and the Assault Rifle, I presume, right row, third from bottom. I don't like the uzi-like gun, though. The SMG looks like an MP40, the shotgun up-top looks like Scout's scattergun, and the launcher looks like rape.
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Sat May 07, 2011 7:28 pm |
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Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
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Re: Art Dump
MP40 is not as bulky as Lizard's gun. But yeah, the shotty looks like the Scattergun from TF2.
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Sat May 07, 2011 8:46 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: Art Dump
It's supposed to be one too, so I guess it's a win/win situation. Repost because of end of last page: Lizardheim wrote: Hovertank, based on the one in section 8: prejudice, although it looks nothing like it. EDIT: Eh ♥♥♥♥ it, IF tank go!
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Sat May 07, 2011 9:27 pm |
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Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
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Re: Art Dump
Lizardheim wrote: Hovertank, based on the one in section 8: prejudice, although it looks nothing like it. -image- EDIT: Eh ♥♥♥♥ it, IF tank go! -image-
*cries*
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Sun May 08, 2011 1:42 am |
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thesoupiest
Joined: Thu Dec 16, 2010 11:06 pm Posts: 276
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Re: Art Dump
Lizardheim wrote: Some diverse CC guns I guess. Might use some of them later on. Mind if I use some of them? Will PM you before use.
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Sun May 08, 2011 2:10 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Art Dump
Sure, go ahead.
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Sun May 08, 2011 2:10 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Art Dump
Thinking about making an FPS, learning C++ and 3D art along the way. I'm sick of lores voxels all the time, so I'm thinking 16x16x16 for "tiles", with a character being 1.5 or maybe even 1 "tile" high. That sort of resolution would mean bullets breaking terrain wouldn't seem absurd, explosions could cut into the terrain at varying amounts, and buildings could have internal voxel detail (beams in the walls, surrounded by gaps). I'm thinking voxels because I've been doing a lot of pixel art and polygons seem restricting. We'll see how it goes. Here's some thinking art.
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Mon May 09, 2011 4:11 am |
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Glowsticks
Joined: Sat Jul 10, 2010 5:19 pm Posts: 543
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Re: Art Dump
Geesh Geti, all your game ideas are so sexy...
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Mon May 09, 2011 4:59 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Art Dump
Well, here's hoping I finish some of them rather than getting distracted I might have a playable present for you in a few days, I've been working on something with this man, me doing art, him doing code, it being a networked sandbox game... Yeah.
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Mon May 09, 2011 5:16 am |
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Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
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Re: Art Dump
Geti, you always get those damn good ideas and then in weeks, you spit out a half-finished game. EDIT: Isn't that the creator of Soldat and Link-Dead you're working with? Hoooly sheeet.
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Mon May 09, 2011 5:25 am |
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caekdaemon
Data Realms Elite
Joined: Sun Nov 01, 2009 3:00 pm Posts: 4144 Location: Hell.
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Re: Art Dump
I wonder how fast Geti could create a Cortex Command clone.
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Mon May 09, 2011 12:35 pm |
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matty406
Joined: Tue Oct 13, 2009 4:23 pm Posts: 915 Location: Blighty
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Re: Art Dump
Geti you magnificent bastard. You are a cooking pot of ideas and arts.
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Mon May 09, 2011 2:15 pm |
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FoiL
Joined: Tue Oct 30, 2007 4:02 pm Posts: 1434
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Re: Art Dump
caekdaemon wrote: I wonder how fast Geti could create a better Cortex Command clone.
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Mon May 09, 2011 10:46 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Art Dump
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Mon May 09, 2011 11:24 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Art Dump
@Veg: OH FFUU- There is no way I'm reading anywhere past tucker's shorts at uni caekdaemon wrote: I wonder how fast Geti could create a Cortex Command clone. To be honest if all goes well the terrain engine will end up performing the same function as CC's pixel terrain anyway. I'm not confident with C++ dev yet though so it'll be slower going than usual. I've thought about trying to code something CC-like (potentially even being able to load CC mods) using a "proper" physics backend quite a few times but the amount of work I'd have to put in would kind of outweigh the gain: We already have Cortex Command, it doesn't "need" remaking at this point. Maybe later. matty406 wrote: Geti you magnificent bastard. You are a cooking pot of ideas and arts. Thank you Natti wrote: EDIT: Isn't that the creator of Soldat and Link-Dead you're working with? Hoooly sheeet. Yes, yes it is. Michal has been a lot of fun to work with, and the game isn't half bad even in these early stages I think he wants to go public with it in a few days, there's still some placeholder art in there. The problem with my development style/schedule: More attractive projects (at any given time) receive more attention, but after a while they become less attractive. This means that while a prototype might get done within days/weeks, the actual game doesn't get finished for a looooong time. See: a rough TODO list of discrete projects (each with their own horrible TODO list of features and content) with all truly "minor" projects not shown (like playing around with multiplayer CC and illopocalyse and the 1BD forums) - ProtoRTS
- Prelude
- RvR
- Minefield
- Springbots
- Pocket Wars - just have to add war towers, lurches and a proper tutorial before it hits 1.5 (final)
- 0G Allen game
- Clickity playbook game (I guess I haven't mentioned this one, it's under wraps)
- C++ voxelised shooter thing
Hopefully I can cull some of those in the next month, hoping to finalise Pocket Wars soon enough and maybe merge the beta and main Prelude branches (-> have to get zombies working) because I've sorted out where that idiot terrain bug was happening, grab the springbots terrain code and put it into minefield for a procedural running jumping game for kongregate or whoever wants to buy it perhaps, get the shooter thing to a playable alpha (and maybe publicise that - means writing network code early on though), focus down on the allen game because it'll be fun and go from there I think. All that + Uni life + Amy... It's going to be a hell of a fews months I think. I'm enjoying myself. (if this needs splitting to the 1BD topic, go for it)
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Mon May 09, 2011 11:44 pm |
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