dual wielding now properly represented on battlescape
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.
Little Bugger stole my weapons :Pyou should add pitchfork :)
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.
Wow! These look good.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.
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.
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? ???
(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.
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.
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.
Luke, I have one request, please use correct pixel size and color in your graphics.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 :)
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.
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.
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)
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.
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.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)...
Still, it depends on how complex it is. If you just mean one arm, then it's not so bad.
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.
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!
I read the shorthand as "foxy" and it makes me laugh... just thought I'd share.
Just an update, B__0 has been hard at work making sprites, we now have some basic Orc and Barbarians sprites!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.
Join us on the IDT servers and keep track of our progress:
IDT: https://discord.gg/QGGkax7
This looks interesting. Will this be a Xcom but purely melee and range (excluding gunpowder weapons)?
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.I appreciate the suggestion, thanks.
The drawing routine I meant was drawingRoutine: 1Thanks.
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.
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.
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
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.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`.
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.
I created a mod I'm calling an 'Art Testing Kit (https://openxcom.org/forum/index.php/topic,10959.0.html)' ...