OpenXcom Forum

Modding => Released Mods => IDT Modding Hub => Topic started by: luke83 on August 10, 2013, 03:35:45 pm

Title: FOXC - Fantasy OpenXcom
Post by: luke83 on August 10, 2013, 03:35:45 pm
Been thinking about a Fantasy version of OXC for some time, right now i am just toying with the idea, i still havnt even thought about How Geoscape works or even what even type of game that half is, but the Tactical side would be a Blend of X-com and  Mordheim ( something i played alot of when i was a Teen).

Project goals:
To be revised ( 2019)

Special Requirements:
Walk/Run Option: Running can increase Tiles covered with same TU's used but Field of vision is reduce, Stamina used is increased and penalties are applied to both Melee attacks and Ranged attacks after running, the longer you run per turn the greater the penalties applied ( Short runs ( 6 tiles or less) would have only reduce Vision and use up necessary amount of stamina for that distance. A addition, Short run, would just add the numbers together and start adding penalties , this is so you cant cheat 8)


Reaction Melee Charge Attack: Standing away from target, if you select Charge Attack you Charge up to 6 tiles and do a special attack with double damage.

Face your attacker : If you are attacked a target on the Flanks,  the AI can decide to face you and get a Cheap retaliation attack  ( TU's Permitting) , this should not happen by default as i am sure someone will exploit it :P special conditions or random code may need apply.

Parry and Block Rolls (if sword or Shield is equipped, target should have chance to block/deflect the attack, chance of parry/defence should be effected by some unit stats.

2 single hand weapons VS 1 single hand weapon - perhaps some sort of Bonus/penalty system can be conjured up for when a unit has something in second hand ...Not sure how to handle this one yet.

BackStab : If your in close combat with a enemy and you turn to walk away before there dead or unconscious , they get a Free attack into your side or back .

Weight Affects TU's : The more you carry and the more armour you have one, the More  TU's every action costs

Warband Leader/Hero:  Units within "X" value of the warbands nominated Leader gain increases to Moral + Maybe increase TU's as the are receiving instructions directly and not thinking for them selves.

Weapons Can Wear out and Break : As description

Stat Increase controlled by Player: As Description , random selection of "stats"  ( EG: Melee, magic, Tu's, throwing etc) is created by computer on level up  allowing  the player to pick from these on level up

Skill Increase controlled by Player: As Description, random selection of "stats"  ( EG: Sword Skills, Shied Skills, Fire Magic, Dodge etc) is created by computer on level up  allowing  the player to pick from these on level up


Perma-Death: Still in game, just scaled back so its more likely people can be saved after mission. Also Execution of knocked out units should be possible if standing on top of them ( just encase you really want them dead)





Initial Weapons :

Sword - Special ability : Parry ( based on Stats and Special Skills developed)
Axe -   Special ability : reduces effectiveness of enemy armour ( based on Stats and Special Skills developed), Good vs Terrain
Mace/Club : Special ability : Stun effect ( based on Stats and Special Skills developed), Good vs terrain
Spear :  Special ability : Counteracts Charge Bonus , Spear also strikes first( based on Stats and Special Skills developed)
Knife: Backup , no specials i can think off
Sling : Stun Effect
Bow :   TBA
Crossbows : TBA
Throwing weapons: TBA
Throwing Cocktales : TBA


Shields: Increased armour rating on Front, Special Ability  BLOCK ATTACK( based on Stats and Special Skills developed)

2 Handed weapons: as others, increase damaged , Increased TU's Requires, Increases Stamina used

Potions: Health , Mana , Others TBA
Wizards and Magic : Long term :P

FOXY also has a Channel on the IDT Discord server, please check it out below:
https://discord.gg/PRwRhbS
Title: Re: FOXC - Fantasy OpenXcom
Post by: tyran_nick on August 10, 2013, 07:18:52 pm
I think warsmith has fixed that in his mod:
Quote
dual wielding now properly represented on battlescape

I have not checked how yet.
Title: Re: FOXC - Fantasy OpenXcom
Post by: Yankes on August 11, 2013, 01:37:36 am
this shields look great.
Title: Re: FOXC - Fantasy OpenXcom
Post by: Mr. Quiet on August 11, 2013, 11:51:21 am
Nice shields. I'll look up that game to see what it's about.
Title: Re: FOXC - Fantasy OpenXcom
Post by: mercy on August 11, 2013, 10:25:58 pm
Could be Riot-Shield for police adapted to XCOM use.
Title: Re: FOXC - Fantasy OpenXcom
Post by: Warboy1982 on August 13, 2013, 02:51:24 am
you can change the blit order of the unit sprite (direction 1) in UnitSprite.cpp so that the shield is AFTER the arm, and it should work just fine.

as for the double shields thing, i'm 99.999% positive i fixed that. a long time ago. i'll take another look, but i'm sure i had soldiers with two big knives and one big grin.
Title: Re: FOXC - Fantasy OpenXcom
Post by: luke83 on August 13, 2013, 02:32:00 pm
you can change the blit order of the unit sprite (direction 1) in UnitSprite.cpp so that the shield is AFTER the arm, and it should work just fine.

as for the double shields thing, i'm 99.999% positive i fixed that. a long time ago. i'll take another look, but i'm sure i had soldiers with two big knives and one big grin.

Dont stress about the Double Handed thing, it may of been a OLD build i used by accident :P

Good to know fixing the shield may not be such a hard thing to do, now to draw new arm sprites so they can correctly hold 2Handed Swords and stuff :P

Also First post increased with some of my Thoughts on this.
Title: Re: FOXC - Fantasy OpenXcom
Post by: moriarty on August 16, 2013, 06:52:35 pm
so you don't animate the soldier, but superimpose this animation?
Title: Re: FOXC - Fantasy OpenXcom
Post by: mercy on August 17, 2013, 12:23:31 pm
Even in small size this may come well through. When hi-res will be available and number of sprite anim frames are unlocked, the sky will be the limit.
Title: Re: FOXC - Fantasy OpenXcom
Post by: luke83 on August 18, 2013, 09:25:31 am
Little Bugger stole my weapons :P
Title: Re: FOXC - Fantasy OpenXcom
Post by: luke83 on August 18, 2013, 10:06:37 am
Looks like i will need to mod a few hands to clean things up and need some adive from Warboy for Blit Orders.

Also how are weapons offset per hand, this looks like its going to be a little more complicated than i hoped.
Title: Re: FOXC - Fantasy OpenXcom
Post by: Yankes on August 18, 2013, 04:52:54 pm
Little Bugger stole my weapons :P
you should add pitchfork :)
Title: Re: FOXC - Fantasy OpenXcom
Post by: xracer on August 19, 2013, 06:47:50 pm
looking nice!!! a huge undertake to say the least.
Title: Re: FOXC - Fantasy OpenXcom
Post by: luke83 on August 25, 2013, 02:07:32 pm
Just felt like doing some Sample battlescape controls, used Xracers works as a starting point ( hope he dont mind) , personally i like the TOP one better as the bottom was the early design. Also not sure if i want them  to stop short , was thinking about adding a MAP on one side and the Backpack on the other :P it may be to much ). I want to make it clear that it IS OXC but its also something different. Also OBVIOUSLY there not finished ( as the skyranger is still on the button  ::) )

I should mention , i intend to have the units STATS within the inventory screen , all stats and armour.

Second image is just scaled UP to go over existing image i had, obviously it wont look exactly like this in game :P My intention for this MOD is to only have it played in HD mode

Also, i have a few new prototype weapons done, i just need to trial them in game and work out how to improve them, then i only have a few to go, not bad for something i was going to start next year, shame my Study is not getting looked at :(

Updated version , Hopefully that looks like a door for the little guy to run out, i was hopign to have it as my Exit map graphic :P
Title: Re: FOXC - Fantasy OpenXcom
Post by: moriarty on August 26, 2013, 08:51:10 pm
hmmm... you might want to think about re-designing that GUI to take up less of the space in the middle of the screen and more of the space at the right- and left-hand-side. usually you'll want as much of the action at the center of the screen visible as possible, I think.
Title: Re: FOXC - Fantasy OpenXcom
Post by: luke83 on August 26, 2013, 10:14:42 pm
hmmm... you might want to think about re-designing that GUI to take up less of the space in the middle of the screen and more of the space at the right- and left-hand-side. usually you'll want as much of the action at the center of the screen visible as possible, I think.
Yes i understand what your saying, it will only be useful in HD mode ( by design) as then it will be small enough to not inter fear with everything else. I feel this layout is a Mix between Apocalypse and Daggerfall ( thats were the vertical health bar come from). I was also trying to keep all the most useful buttons within the centre.

 That low res image does not do it justice, maybe i should remove it from my previouse post.I could also do a mockup of a LOW RES version also, even thought i was only planning on only supporting HD.

Below see a version imposed over a HD image Warboy did for Xracer's battlesscaper controls , i think this looks nice, anyone else? This is what is in my head :P


***UPDATE***

I have also taken a image from the main page and pasted it into it at normal resolution (Take note of the location of the RED BOX ;)), honestly this one is smaller so until i see it ingame, i think it will be ok, it has the extra buttons i need but if the community dont like it i can simply keep the same design as the original one and move some things around, lets just see it in game before we make a call :P

Also one with more quick slots added
Title: Re: FOXC - Fantasy OpenXcom
Post by: luke83 on September 02, 2013, 03:29:03 pm
Just wasting time trying to find a location for Squad commands on screen, created a few new buttons with intent of having SQUAD rules at top of screen and have the ability to show or hide it, but i am still not happy with the bottom panels layout  :-[
Title: Re: FOXC - Fantasy OpenXcom
Post by: SupSuper on September 02, 2013, 05:21:13 pm
Why are the buttons upside down?
Title: Re: FOXC - Fantasy OpenXcom
Post by: luke83 on September 02, 2013, 09:57:30 pm
just ignore the details on the top buttons, the top bar is not really started , the idea was to see if the control panel as a group looked out of place :P

This is just a exercise to put some ideas out there for squad commands, to see what the community thinks, tonight i will start filling out the top bar with some of my "thoughts" on how to display the info and i need to move some things around on the bottom panel also ( i am not happy with its current look).

Stay tuned people and get ready to give some feedback.
Title: Re: FOXC - Fantasy OpenXcom
Post by: luke83 on September 07, 2013, 06:33:49 pm
Tonight i have been trying to figure out how to load my images into OXC  as a external Ruleset ( compared to previously just replacing existing items in original game format).  I have tried copying all my Ruleset info from the Combat Knife Mod as a starting point and made all my graphics to match that, problem is Game crashes when it load and here is the feedback :

[07-09-2013 08:27:46]   [INFO]   Loading extra resources from ruleset...
[07-09-2013 08:27:46]   [ERROR]   Couldn't open C:\foxc\FOXC_NEWBUILD\data\Resources\Axe\HANDOB\C:\foxc\FOXC_NEWBUILD\data\Thumbs.db


Who knows what this "Thumbs.db" is and why does it not like my AXE info????  Currently it wont even load the combatknife ever as it give the same error, Yaml issues maybe???

I also have questions as to the naming Rules for the sprites in "Handob" as the comabt knife uses a different name system to the EMACE mod so i am curious what the rules ( if any) apply here ?
Title: Re: FOXC - Fantasy OpenXcom
Post by: luke83 on September 08, 2013, 02:14:12 am
SO i switched PCs and loaded this up using a Different Virtual machine and all my problems go away, i am thinking my install of VirutalBox has some issues with Yaml ????

Now i have a basic ruleset to use my AXE in battle, i will start moving everything in like this so i can continue my work. Then i can start improving these graphics( as this is the first time i have seen these ingame) and make some NICE images for the weapons slots , right now i just pasted one of the battle scape axes into the window to see if it worked ;)

Title: Re: FOXC - Fantasy OpenXcom
Post by: luke83 on September 18, 2013, 10:25:37 pm
As per my "Status Icon" suggestion , i want to provide status icons for unit to not only display if a unit is in RUN mode but other status like, fatal wounds, encumbered , no energy left , etc. This will allow for Spell effects to be shown later on.

Title: Re: FOXC - Fantasy OpenXcom
Post by: luke83 on September 28, 2013, 06:58:58 am
Been working away adding some weapon sprites to a ruleset that Tyran-Nick built for me, starting to get a few done, shame none display in right sequence in game..Yet.

in the mean time, i have been thinking about how light would be handled in this game as assuming the unit has his own light source doesn't really work here, so i figured if they want light, they would need to carry it ( at the expanse of a weapon/shield ). Concept image shown below.
Title: Re: FOXC - Fantasy OpenXcom
Post by: mercy on September 28, 2013, 02:31:55 pm
Wow! These look good.

Unfortunately would need a lot of sprite anim frames for hit & fall down. Magic explosions. Magic missiles would be easiest, but there need be anims for Battle Axe chop, sword chop  and respective Enemy Hit, die, explode, disintegrate animations.

Essentially this is a domain of SSI Gold Box or Knights of the Chalice / Dark Sun.
Title: Re: FOXC - Fantasy OpenXcom
Post by: luke83 on September 28, 2013, 04:22:44 pm
Wow! These look good.

Unfortunately would need a lot of sprite anim frames for hit & fall down. Magic explosions. Magic missiles would be easiest, but there need be anims for Battle Axe chop, sword chop  and respective Enemy Hit, die, explode, disintegrate animations.

Essentially this is a domain of SSI Gold Box or Knights of the Chalice / Dark Sun.
Current plan is to just live without weapon "swing" animation (and LIVE with Xcom STAR) and focus on everything else first ( battle sprites, maps, game balance, convincing coders to do my dirty work) so swing animations would be last priority, still i have some nice thoughts on how to do this with the low pixels.

Also whilst doing this,  i would hope to expand the options for OXC in the process ( run options, status display, animated weapon graphics for example) i had to move to a non xcom game to stop people complaining about ruining Vanilla OXC instead of just expanding the possibility.

Title: Re: FOXC - Fantasy OpenXcom
Post by: Yankes on September 28, 2013, 05:39:13 pm
Luke, I have one request, please use correct pixel size and color in your graphics.
In your last gif  pixel of torch fire are 2 times smaller than rest of pixel and game will never (without ugly hacks) be able to made something like this.
As long you keep this two requirements every mockup you made will be doable in current game.
Title: Re: FOXC - Fantasy OpenXcom
Post by: AMX on September 28, 2013, 07:05:15 pm
In your last gif  pixel of torch fire are 2 times smaller than rest of pixel and game will never (without ugly hacks) be able to made something like this.
Never?  ???
Title: Re: FOXC - Fantasy OpenXcom
Post by: Yankes on September 28, 2013, 08:08:14 pm
Quote
(without ugly hacks)
you could add TV tuner to OpenXcom, full 3d, support for excel files, database access and any thing you want but quality of game code will drop.
Title: Re: FOXC - Fantasy OpenXcom
Post by: SupSuper on September 28, 2013, 08:27:12 pm
Never?  ???
You can have native-size sprites or resized-size sprites but you can't have it both ways. :P You'd have to resize the soldiers to twice the size relative to the flame sprite.
Title: Re: FOXC - Fantasy OpenXcom
Post by: AMX on September 28, 2013, 10:14:21 pm
You can have native-size sprites or resized-size sprites but you can't have it both ways. :P You'd have to resize the soldiers to twice the size relative to the flame sprite.
Obviously.
I just don't see where that involves an "ugly hack"  :o
Title: Re: FOXC - Fantasy OpenXcom
Post by: luke83 on September 29, 2013, 01:04:00 am
Luke, I have one request, please use correct pixel size and color in your graphics.
In your last gif  pixel of torch fire are 2 times smaller than rest of pixel and game will never (without ugly hacks) be able to made something like this.
As long you keep this two requirements every mockup you made will be doable in current game.
woops, didnt even notice that, i guess that's what i get for doing things whilst watching a movie, that was a quick ( 10 min) gif to see how well it would look, i guess i better make a proper one  :P there already a fire animation, that will be my starting point :)
 
the idea here was more to illustrate the point i need animated hand object support ???

Quote
You'd have to resize the soldiers to twice the size relative to the flame sprite.
hmm interesting idea, sounds like more work than i was after :)  still its always a possibility, assuming you add support for such things.

On the plus side, i now know people are watching my progress here :D
Title: Re: FOXC - Fantasy OpenXcom
Post by: luke83 on October 05, 2013, 01:15:17 pm
So not sure what the problem is, but having weapons in each hand doesn't work for my FOXC stuff anymore, as a test i will find my old version of spear and shield that i loaded by changing the graphics on the original game data to see if there is something different when reading from external files ;)

UPDATE: if i load my shield in the old way ( by replacing the grenade in original .PCK file) it works in left hand, using rulesets it does not. Also for some reason , game crashes if i have this .PCK file Active when the FOXC Ruleset is in use also, i hade to remove FOXC from the loader to even get this screen shot, not sure what that's all about.

If you look at the image "Left Hands" one solider is holding a grenade in his left hand and it shown, but the other should be holding a shield but its not shown.
Title: Re: FOXC - Fantasy OpenXcom
Post by: Yankes on October 05, 2013, 03:45:19 pm
maybe your weapons are two handed?
Title: Re: FOXC - Fantasy OpenXcom
Post by: luke83 on October 07, 2013, 12:46:24 pm
So sick of seeing Xcom agents carrying Fantasy weapons ( although having a Civilian or 2 running around with a sword would be pretty funy in OXC), so i made a quick Unit type for FOXC.

Title: Re: FOXC - Fantasy OpenXcom
Post by: luke83 on October 09, 2013, 10:56:07 am
Here is another group under construction, alittle more NOBLE than the Pirate faction.

Still a lot to do with these ones.
Title: Re: FOXC - Fantasy OpenXcom
Post by: Align on October 09, 2013, 01:33:01 pm
"I'm selling these fine leather jackets."
Title: Re: FOXC - Fantasy OpenXcom
Post by: SupSuper on October 10, 2013, 02:49:11 am
Could you post the latest version for testing the problems you're experiencing?
Title: Re: FOXC - Fantasy OpenXcom
Post by: luke83 on October 10, 2013, 08:48:09 am
Could you post the latest version for testing the problems you're experiencing?
There hasnt been many updates at all since my last post but here it is anyway , both projects ( FOXC and Aliens)
Title: Re: FOXC - Fantasy OpenXcom
Post by: SupSuper on October 24, 2013, 06:10:32 pm
The hands and Thumbs.db issues should be fixed, let me know how it goes.
Title: Re: FOXC - Fantasy OpenXcom
Post by: b on March 26, 2014, 03:33:26 am
I'd like to see this mod completed. I've had a similar idea a long time ago. Basically a medieval fantasy x-com, where instead of X-com, you have an order of knights which deals with a mysterious invasion, along the same lines as x-com's story, but with typical fantasy monsters instead. Same concept of funding, from defending different kingdoms, and setting up bases(castles). I thought it would be interesting to have wooden stakes and crosses vs. vampires in x-com,  reload your bow from a quiver, have different types of melee attacks (slash, stab, disarm, etc.), unload your troops from boats and caravan wagons instead of planes, and lots of magic stuff.  I'm curious how mod-able this engine is.

I made this mock up a very long time ago:
(https://fehler.christiandevs.com/xcm0.png)
But I've been making a lot of pixel art since, some of which I might be able to adjust to fit into this engine.  I'd probably like to help with graphics if the project is still active, but it would be nice if I didn't have to deal with PCK format.
Title: Re: FOXC - Fantasy OpenXcom
Post by: SupSuper on March 30, 2014, 05:19:49 am
But I've been making a lot of pixel art since, some of which I might be able to adjust to fit into this engine.  I'd probably like to help with graphics if the project is still active, but it would be nice if I didn't have to deal with PCK format.
You can use any format you want for new sprites.
Title: Re: FOXC - Fantasy OpenXcom
Post by: b on March 30, 2014, 09:23:35 am
I see.   I'm experimenting with a goblin: (https://fehler.christiandevs.com/gobx.png) 
Title: Re: FOXC - Fantasy OpenXcom
Post by: luke83 on April 09, 2014, 12:25:25 am
Wow goblins, i look forward to seeing them :)

I really want to work on this Project some more ( but wont have time for next 12 months), i think it has huge potential :)
Title: Re: FOXC - Fantasy OpenXcom
Post by: Dioxine on April 11, 2014, 07:02:22 am
I've done some field testing with melee weapons and bows and it seems the StrengthApplied feature does not work with ranged weapons...
Title: Re: FOXC - Fantasy OpenXcom
Post by: b on April 11, 2014, 07:52:58 am
Is it possible to make attacks animated with arm and/or weapon movement?
Title: Re: FOXC - Fantasy OpenXcom
Post by: Solarius Scorch on April 11, 2014, 01:08:49 pm
Is it possible to make attacks animated with arm and/or weapon movement?

Ouch. That would mean new animations. For every single unit. Including modded ones.

Still, it depends on how complex it is. If you just mean one arm, then it's not so bad.
Title: Re: FOXC - Fantasy OpenXcom
Post by: b on April 11, 2014, 07:31:43 pm
what if it was just the weapon that was animated instead of the unit? would that be easier?
Title: Re: FOXC - Fantasy OpenXcom
Post by: Yankes on April 11, 2014, 10:18:46 pm
both will require lot of changes in code.
Title: Re: FOXC - Fantasy OpenXcom
Post by: luke83 on April 17, 2014, 09:06:46 am
Ouch. That would mean new animations. For every single unit. Including modded ones.

Still, it depends on how complex it is. If you just mean one arm, then it's not so bad.
I was going to settle for a few different Hit animations ( like the STAR animation) plus status icons (https://openxcom.org/forum/index.php?topic=1551.0), animation for each weapon would be great but very painful. Some animation cycles for weapons would be good though ( Magic weapons ( glowing effect), torches and lanterns)...
Title: Re: FOXC - Fantasy OpenXcom
Post by: Dioxine on April 18, 2014, 03:47:09 pm
You could theoretically use the 'flailing arm' (the walking animation an arm without a weapon) as a base for attack animation... theoretically.
Title: Re: FOXC - Fantasy OpenXcom
Post by: b on April 19, 2014, 06:10:15 am
 If you can just use the walking arm flail for an attack, would you be able to stick a weapon on the hand so that it would move with the hand, or would an animation of the weapon have to be placed over everything? I would like it if the attack animation could just be a solid image like in the death animations. Ideally 4  to 10 frames of attack in each direction, but even 1 to 3 frames would be nice. 
Title: Re: FOXC - Fantasy OpenXcom
Post by: Solarius Scorch on April 19, 2014, 04:41:08 pm
I don't think it would be possible without adding new code. AFAIK the weapons have no actual attack animation whatsoever; two-handed guns simply get rotated by 90 degrees when fired (normally they are held perpendicularly to the soldier's line of sight). And, correct me if I'm wrong, but I think two-handed melee weapons are not animated at all.
Title: Re: FOXC - Fantasy OpenXcom
Post by: b on April 19, 2014, 09:49:28 pm
I don't know how it's set up, but If we could at least have all melee weapons rotate by 90 degrees similar to the other 2 handed weapons, that seems like it could be an improvement.  But if the code could be adjusted to allow for attack animations that would still be better. Ideally there should be a way to edit animation control through LUA similar to how stratagus operates.
Title: Re: FOXC - Fantasy OpenXcom
Post by: Muukalainen on July 06, 2014, 03:08:08 am
Fantasy x-com with squad sized battles. Great idea. Been thinking about it too.

Though I think it would be best to rewrite the geoscape code and make it more like in JA2. But in a way so you can make new bases / hideouts where you can gather loot, weapons and goods and heal injured people.

I had some vague story for this: the king has been replaced by some dark forces and you (the real heir) are now exiled. The villages and towns are still in chaos and there you can try to recruit new people on your side. But you have totally lost the capital. The dark forces will send troops on missions to corrupt, capture or raid the villages, they also try to find you and your hideouts.

One part of the game would be stealth and hiding. Carry too much weapons and armour and the enemy will find your parties / squads more easily. Wear only robes and you can sneak almost everywhere, even in the heavily guarded capital.
Title: Re: FOXC - Fantasy OpenXcom
Post by: b on July 11, 2014, 03:13:57 am
I think it would be better to just make a medieval sort of X-com than a story about a single character.    You don't play as an heir, you play as a special order of X-com style knights put together to deal with a supernatural threat (typical fantasy monsters, goblins, vampires, dragons, etc.), and you're funded by different kingdoms and regions.  You build up your order making bases upgrading from forts to castles. and you respond to reports of strange phenomena, learning about the creatures  and their powers similar to X-com's technology research, but with sages or monks to research. And then discover that the ultimate threat is a portal or something in a wizards tower or on an island.  Then you have to build a special boat, or research a way to get into the wizards tower to go through the portal for the final battle with other worldly creatures to close the portal and return the world to normal.  Instead of a psionics lab, you could build a monastery in your base for some kind of religious training for mind defense, and to use holy relics like crosses vs. the vampires and ghosts and such. But you could still research the use of garlic, mirrors, and wooden stakes without the monastery.  So it could be sort of like ghostbusters with medieval knights.   But yeah, the geoscape would probably be better as a flat map in that type of game. 
Title: Re: FOXC - Fantasy OpenXcom
Post by: luke83 on July 11, 2014, 02:43:15 pm
All my FOxC files have been uploaded into the "Lukes Battle Sprites V4" on the modportal, most of these are not finished as i was still just playing around with some ideas but they are there if anyone wants them.
https://www.openxcom.com/mod/lukes-battle-sprites
Ignore the wrong images i attached to the file, for some reason i cant delete them...
Title: Re: FOXC - Fantasy OpenXcom
Post by: luke83 on February 15, 2019, 11:06:01 am
Started building a globe for Foxy, this is just a early version, i still have HEAPS of detail to add and a few new textures to modify...going to play around with this whist i am working on OXC Factions.
Title: Re: FOXC - Fantasy OpenXcom
Post by: Yataka Shimaoka on February 15, 2019, 12:58:03 pm
Wait, is this going to be revived?
Title: Re: FOXC - Fantasy OpenXcom
Post by: luke83 on February 15, 2019, 01:41:31 pm
Looks that way,this will be my backup project so dont expect it to develop anywhere near as fast as my Factions Mod but i still want to make it ( and i would love some help :) )

I started building a basic ruleset last week but have noticed Pirates has a lot of close combat weapons in it, so i think i should raid that ruleset, remove all the unwanted items and build on top of that just to speed up the process.
Title: Re: FOXC - Fantasy OpenXcom
Post by: clownagent on February 15, 2019, 09:27:29 pm
Just brainstorming for a possible backstory for this conversion. It could have a strong 'Dungeon Keeper' component. This means you could have a warband to collect resources from nearby towns to build up your 'Dungeon' and main battles were then base defense missions.
It would put more emphasis on base design, which is for most mods not really important.
Title: Re: FOXC - Fantasy OpenXcom
Post by: luke83 on February 16, 2019, 02:43:42 am
Just brainstorming for a possible backstory for this conversion. It could have a strong 'Dungeon Keeper' component. This means you could have a warband to collect resources from nearby towns to build up your 'Dungeon' and main battles were then base defense missions.
It would put more emphasis on base design, which is for most mods not really important.

I wish the Base defence screen would become Moddable at some point in the near future as i would like to be able to break it down into 5x5 blocks and increase the total size so i can build custom Castle walls through it.

My current goal with this is to just get a working Ruleset for testing and keep working on the Geoscape side of it, i want it to look similar to the battle map from Fantasy Empires  which i am hoping is doable. The colour pallets Both in Geoscape and BattleScape may need tweaking as when i think of Fantasy i think of more BRIGHT colours but we will see in time if that is needed or not.

Was sent some Goblin sprites from "B" which is why i decied to dust of this old ruleset, also found my old Pirates, forgot i even did them to be honest.  Having lost of graphic issues with the weapons currently, i am sure i will work it out in time.

Title: Re: FOXC - Fantasy OpenXcom
Post by: Nord on February 16, 2019, 09:20:34 am
Nice secto-goblins. Now i want to do something similar.

Upd.:

How about this?
Title: Re: FOXC - Fantasy OpenXcom
Post by: luke83 on February 16, 2019, 11:27:27 pm
Yes some nice goblins there Nord.

So as the base races for this mod, i am thinking of using the below:
The general races would be shown below:

Humans
Dark Orcs & goblins
Halflings
Elves
Shadow ELves
Dwarf
undead
lizardman
minators

from there you could mix in different unit classes and speciality monsters/units of any descriptions
Title: Re: FOXC - Fantasy OpenXcom
Post by: luke83 on March 01, 2019, 09:34:48 am
Got a VERY buggy ruleset working so far, lots of errors i a have not seen before but  at thanks to the Hardwork of B, it looks like FOXY will oneday become a reality ( i am guessing 2020).
Title: Re: FOXC - Fantasy OpenXcom
Post by: Nikita_Sadkov on March 01, 2019, 09:05:51 pm
Cool! And sectoid goblins really cute :D

I actually already made a game similar to what you're doing: https://openxcom.org/forum/index.php/topic,6791.0.html

Although it uses its own engine, originally started as reverse-engineering of Magic & Mayhem (another amazing Gollop's game), but then it turned into a standalone game, and after that real time elements locked into turn-based mode (before that i). There is also no RNG. But I still have geoscape, but instead of UFOs there are now dungeons with items, spells and other loot. Instead of different weapons there are just different creature types, player can hire when planning a mission or during a mission (say in a tavern in a city).

Would be interesting to see how you implement a fantasy setting inside original XCOM engine limitations. Because I surely cant imagine that!
Title: Re: FOXC - Fantasy OpenXcom
Post by: luke83 on March 01, 2019, 09:57:02 pm
Cool! And sectoid goblins really cute :D

I actually already made a game similar to what you're doing: https://openxcom.org/forum/index.php/topic,6791.0.html

Although it uses its own engine, originally started as reverse-engineering of Magic & Mayhem (another amazing Gollop's game), but then it turned into a standalone game, and after that real time elements locked into turn-based mode (before that i). There is also no RNG. But I still have geoscape, but instead of UFOs there are now dungeons with items, spells and other loot. Instead of different weapons there are just different creature types, player can hire when planning a mission or during a mission (say in a tavern in a city).

Would be interesting to see how you implement a fantasy setting inside original XCOM engine limitations. Because I surely cant imagine that!


Yes,  i tried your the other day, i decided to not follow the advice and make a run for the castle doors anyway, needless to say i was burnt alive :)

yes HOW to do this within the OXC engine is still a mystery to me also, like you i am thinking of dungeons, towns and patrolling armies to be running around my Geoscape and this will allow for the story arc to play out. The interception screen at this point seams useless to me and i was going to see if there was a way to bypass it for this mod.
 Was thinking of having different class of weapons both normal and enchanted ones and as the story arc plays out, allow of races to join your citys  (and as such become usable in the warband).
Title: Re: FOXC - Fantasy OpenXcom
Post by: Nikita_Sadkov on March 03, 2019, 04:27:23 pm
Well, I'm on the other hand planning the opposite - to introduce the interceptor screen, but in modified form, and use some magic/beasts/steam-punk flying vehicles. Like i.e. that iconic giant eagle from Golden Axe, or flying castles from Chrono Trigger. Just watch this classic movie: https://www.youtube.com/watch?v=gzs3Z4UeVEQ
Title: Re: FOXC - Fantasy OpenXcom
Post by: Nikita_Sadkov on March 20, 2019, 03:51:41 pm
Also, I think there is another approach possible: dungeon keeper style, where player defend some large underworld from invading heroes. XCOM already has some tower defense concepts, down to towers. But I guess that will also require modding the core engine, so it wont look bolted on.
Title: Re: FOXC - Fantasy OpenXcom
Post by: chaosshade on March 30, 2019, 04:51:03 pm
I read the shorthand as "foxy" and it makes me laugh... just thought I'd share.
Title: Re: FOXC - Fantasy OpenXcom
Post by: luke83 on March 30, 2019, 09:07:36 pm
I read the shorthand as "foxy" and it makes me laugh... just thought I'd share.

Yes, me too :) Real life stuff has stalled my modding at the moment, i expect to be flatout for at least 1 more week before i return to my normal work/home life balance.
Title: Re: FOXC - Fantasy OpenXcom
Post by: Solarius Scorch on March 31, 2019, 03:13:45 pm
Regardless, changing the acronym to "FOXY" somehow would be a good move, marketing-wise. ;)
Title: Re: FOXC - Fantasy OpenXcom
Post by: b on April 01, 2019, 10:12:20 pm
I think FOXC would be a better choice if the choice is only between FOXC and FOXY.  It would be easier to find stuff related to it with the name being more unique, and would be less lame.

Title: Re: FOXC - Fantasy OpenXcom
Post by: _Brain322 on June 30, 2019, 09:03:29 pm
OpenXcom Fire Emblem port when ? (It could actually be a neat idea)
Title: Re: FOXC - Fantasy OpenXcom
Post by: luke83 on July 30, 2019, 08:14:44 pm
Just an update, B__0 has been hard at work making sprites, we now have some basic Orc and Barbarians sprites!

Join us on the IDT servers and keep track of our progress:
IDT: https://discord.gg/QGGkax7
Title: Re: FOXC - Fantasy OpenXcom
Post by: luke83 on September 10, 2019, 11:34:00 am
Been a while since we have done any updates on FOXC so here another sneak peak.
Title: Re: FOXC - Fantasy OpenXcom
Post by: Nikita_Sadkov on September 11, 2019, 01:52:02 am
Just an update, B__0 has been hard at work making sprites, we now have some basic Orc and Barbarians sprites!

Join us on the IDT servers and keep track of our progress:
IDT: https://discord.gg/QGGkax7
Sprites are nice, but these green orcs blend with green background  :o Still that could be a feature if you really want to tease player.
Title: Re: FOXC - Fantasy OpenXcom
Post by: Solarius Scorch on September 12, 2019, 11:00:00 am
Your bow seems to be set up as 1x3. ;)
Title: Re: FOXC - Fantasy OpenXcom
Post by: luke83 on September 12, 2019, 01:12:38 pm
Yes, most are weapons are wrong at the moment, these are mostly my old sprites, B___o wishes to rework most of the weapon sprites in the future so i have not bothered to fix any of the old ones as im distracted by OXC Factions at the moment :)
Title: Re: FOXC - Fantasy OpenXcom
Post by: luke83 on November 15, 2019, 02:33:59 pm
Working on the Mapset this weekend, should be interesting to see how it turns out :) Note, there is still a few Placeholder items used until some better sprites can be made ( like the Tin Roofs) Hopefully new sprites can add a little more COLOUR into the mix as right now it looks like these Peasants are Dirt poor :)
Title: Re: FOXC - Fantasy OpenXcom
Post by: luke83 on November 17, 2019, 05:35:33 am
Work in progress shot, NOTE, many of the sprites needs to be changed so if half a roof doesnt match the other half, that is why :)

Title: Re: FOXC - Fantasy OpenXcom
Post by: Dioxine on November 18, 2019, 03:52:53 pm
Another great "post-apocalyptic" map, kudos!
Title: Re: FOXC - Fantasy OpenXcom
Post by: Frenchforeign legionary on March 20, 2020, 06:20:57 am
Looking cool. I always liked the medevel company/Black company type of aesthetic. ill keep my eye on this
Title: Re: FOXC - Fantasy OpenXcom
Post by: Cristao on January 16, 2022, 09:55:56 am
This looks interesting. Will this be a Xcom but purely melee and range (excluding gunpowder weapons)?
Title: Re: FOXC - Fantasy OpenXcom
Post by: luke83 on January 18, 2022, 06:30:40 am
This looks interesting. Will this be a Xcom but purely melee and range (excluding gunpowder weapons)?

Sorry man, my Artist life became too busy so i switched to working on my FACTIONS mod, then my life became to busy so my Factions mod is still sitting there broken.....so both are in dead at the moment, not saying we never coming back, just not at the moment.
Title: Re: FOXC - Fantasy OpenXcom
Post by: b on December 20, 2022, 08:01:01 pm
 Some of the completed units:
(https://cdn.discordapp.com/attachments/595133226939580427/1054519805211852900/foxc-x2.png)
(https://cdn.discordapp.com/attachments/595133226939580427/1054534742114062446/invs.png)

There is some other stuff done too. (eg. there's a vampire bat sprite as a silacoid replacement. )

The robed orc is held up by the fact that I don't know how to add arms to it. Drawing them is not the problem.   
Title: Re: FOXC - Fantasy OpenXcom
Post by: Dioxine on December 20, 2022, 09:00:46 pm
The robed orc is held up by the fact that I don't know how to add arms to it. Drawing them is not the problem.

Use the Snakeman format for him instead of Ethereal.
Title: Re: FOXC - Fantasy OpenXcom
Post by: b on December 20, 2022, 11:30:18 pm
Use the Snakeman format for him instead of Ethereal.
I appreciate the suggestion, thanks.
Do you mean I will have to split the robed orc's upper body from the lower body ( like the snake man), and add more frames of movement animation, and put them into a snakeman spritesheet?  I was hoping there was a way to just add some arm sprites to the ethereal sheet and add some code to make it work before I add the sleeves to the arms.   
Title: Re: FOXC - Fantasy OpenXcom
Post by: Dioxine on December 21, 2022, 02:38:35 am
The drawing routine I meant was drawingRoutine: 1
I attach a sprite made on it as example, it's probably the easiest way to implement what you need..
Title: Re: FOXC - Fantasy OpenXcom
Post by: b on December 21, 2022, 04:20:49 am
The drawing routine I meant was drawingRoutine: 1
I attach a sprite made on it as example, it's probably the easiest way to implement what you need..
Thanks.

What is that sprite from? It would seem to make a decent mage or cleric for FOXC.
Title: Re: FOXC - Fantasy OpenXcom
Post by: Solarius Scorch on December 21, 2022, 10:38:12 am
Thanks.

What is that sprite from? It would seem to make a decent mage or cleric for FOXC.

It's a priest sprite, used by several mods (or close variants of it).

I am not 100% sure, but I think the original was made by Robin.
Title: Re: FOXC - Fantasy OpenXcom
Post by: The Martian on December 21, 2022, 10:41:40 am
Alternatively you could try drawingRoutine: 0 (Soldier) by using the leg frames for the body instead of the torso frames.

(https://openxcom.org/forum/index.php?action=dlattach;topic=1465.0;attach=58656)
(https://openxcom.org/forum/index.php?action=dlattach;topic=1465.0;attach=58654)


This approach has its own challenges as the right south west facing arm needs to be shaved a bit to hide it behind the body.

The reason is that now that the legs instead of the torso are being used for the body the south west arm is rendering in front of the body frame instead of behind it.

Syncing the motion of the torso with the walking arm frames was a little tricky but I think all of them are aligned in the example unit sheet I attached to this post.

Additionally three extra walking frames were needed so the end of the walking loop may need a slight touching up.


As far as I can tell, this does function.

The drawing routine I meant was drawingRoutine: 1

The advantage of drawingRoutine: 0 (Soldier) is access to the flying frames use by X-Com's power suit unit sheet.

If you do not plan on using those frames then as Dioxine said drawingRoutine: 1 (Floater) is most likely much easier to work with.
Title: Re: FOXC - Fantasy OpenXcom
Post by: b on December 22, 2022, 08:25:19 am
... The advantage of drawingRoutine: 0 (Soldier) is access to the flying frames use by X-Com's power suit unit sheet.
If you do not plan on using those frames then as Dioxine said drawingRoutine: 1 (Floater) is most likely much easier to work with.

That is very interesting how you used the soldier routine. It's the first time I saw the orc arms on this unit.  I was under the impression that the snakeman routine was mentioned earlier. But maybe the floater was intended? I don't think the soldier flying frames would be needed for this unit in FOXC.  I just need something I can use in game for sprite testing so I can finish the sleeves. Regardless of the methods mentioned, I think I'm not familiar enough with openxcom editing to really implement this stuff by myself.  If it's easy enough for someone to make a simple mod to replace the floater sprite(or snakeman?), I could use it and maybe learn from it.  Additionally, with different sprites in mind, a simple mod to replace the xcom soldier with placeholder sprites (accounting for both genders, different skin tones, all 4 armor variants, it's big objects, inventory pictures and it's corpse objects) would also be useful so I could design new soldier graphics for FOXC.
Title: Re: FOXC - Fantasy OpenXcom
Post by: The Martian on December 23, 2022, 11:38:24 am
I created a mod I'm calling an 'Art Testing Kit (https://openxcom.org/forum/index.php/topic,10959.0.html)' that handles what you described with the exception of the X-Com soldier's skin tones.

That (I believe) is controlled by this section of code in the armors_ATK.rul file if you want to try messing with it:
Code: [Select]
    spriteFaceGroup: 6
    spriteFaceColor: [96, 96, 96, 96, 160, 160, 163, 163] #M0 F0 M1 F1 M2 F2 M3 F3
    spriteHairGroup: 9
    spriteHairColor: [144, 144, 164, 164, 245, 245, 166, 166] #M0 F0 M1 F1 M2 F2 M3 F3

Hopefully this will save you a bit of time.
Title: Re: FOXC - Fantasy OpenXcom
Post by: Yankes on December 23, 2022, 11:49:37 am
I created a mod I'm calling an 'Art Testing Kit (https://openxcom.org/forum/index.php/topic,10959.0.html)' that handles what you described with the exception of the X-Com soldier's skin tones.

That (I believe) is controlled by this section of code in the armors_ATK.rul file if you want to try messing with it:
Code: [Select]
    spriteFaceGroup: 6
    spriteFaceColor: [96, 96, 96, 96, 160, 160, 163, 163] #M0 F0 M1 F1 M2 F2 M3 F3
    spriteHairGroup: 9
    spriteHairColor: [144, 144, 164, 164, 245, 245, 166, 166] #M0 F0 M1 F1 M2 F2 M3 F3

Hopefully this will save you a bit of time.
Correct, for more details `Group`parameter  is value that define range of palette indexes to replace, this is form `x*16` to `x*16 + 15`.
Engine then extract shade of given palette index (as each color group have 16 shades of same color ordered from bright to darkest)
and then add value from `Color` parameter. This final value will be used as palette index for given pixel.
Title: Re: FOXC - Fantasy OpenXcom
Post by: Dioxine on December 23, 2022, 05:43:56 pm
Seeing that picture TheMartian posted, I feel vindicated for trusting my nose on avoiding routine #0 - there are artifacts in arm placement, they seem to grow out of the robe. Not to mention more work and bigger file size. As for flying - he's wearing a robe so specific flying frames are needless. Having said that, the result is still better than I expected.
Title: Re: FOXC - Fantasy OpenXcom
Post by: b on December 23, 2022, 09:16:53 pm
I created a mod I'm calling an 'Art Testing Kit (https://openxcom.org/forum/index.php/topic,10959.0.html)' ...

Thanks for making this tool, it will be very useful, especially since it affects controllable units. Though I'm not able to pick up weapons with the floaters for some reason.
The problem with the arm layering also happens with the floater routine(see image below).  Is this merely the result of using Muton arm sprites on a body they were not designed for and not a as much a routine layering issue as much as an incompatible arm sprite which needs refinement for use on that body? 

Title: Re: FOXC - Fantasy OpenXcom
Post by: b on December 27, 2022, 03:53:35 am
The layering of the right arm is not the only problem with the floater routine.  The floater's right arm uses the recoil frame for both the recoil and for holding a single handed weapon in the right hand, while the muton does not use the recoil frame for holding a single handed weapon.  The layering is also wrong with holding a weapon in the right hand at some angles. It occurred to me that perhaps FOXC should use the recoil frames for a forward arm thrust (maybe it could be used for melee weapons or punches?). Would is be feasible to make use of the recoil frame for thrusts of single handed weapons?

Adding some sleeves and trimming some of the arm sprites helped the orc mage:
Title: Re: FOXC - Fantasy OpenXcom
Post by: b on January 11, 2023, 09:20:48 am
Making progress: