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Modding => Work In Progress => Topic started by: Leflair on September 13, 2012, 08:13:08 pm

Title: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Leflair on September 13, 2012, 08:13:08 pm
(https://i.imgur.com/nuKOnyp.png)

The Veronian mod pack - Leflair # Version 1.0B
Requires: OXCE, tested to work with version 7.0+
 Mod.io download link (https://openxcom.mod.io/veronian-alien-addon)
 Download Link 2 (https://drive.google.com/file/d/1msC24UbO-0wd7D_36FnsqQYTaniMRZCD/view?usp=sharing)

Special thanks to:
Bohemonds excellent Unit Sprite Studio for making this manageable.
Buschers help with playtesting and balancing.
The Martian for the Battlesprite of the Viracoid (based of the UFO Defense concept art).
And the rest of the openxcom community for all the coding and spriting tricks I've found by looking around.


This species pack is a standalone submod that introduces the Veronians.

(https://imgur.com/iarYRfI.png)

These biomechanial aliens are the  workaholic team players of the Alien invasion. The Support player that happily buries their teammates under a mountain of free ammo packs in that online FPS.
They may appear cold, indifferent or even threatening, but inside their hard shells live a goey mass of tang that only wants to be best buds with everyone... but you, filthy human!

The Veronian menace are introduced with their own weapons and terror units as a primarily mid-to-late game species, but have a low % chance of appearing teamed up with various other aliens - providing new unique challenges for the veteran X-Com player.

The intention is for these guys to be challenging opponents in themselves, and provide new threats. But they should still fit in with other Aliens.


(https://imgur.com/nCg2iAM.png)

A step or two (or three) above Snakemen in capabilities, they have tough frontal armor, but less health than Mutons.

As for their method of combat, well it´s a spoiler:

They are meant to provide a different type of threat than the Mutons, they will only rarely kill your soldiers outright, instead bypassing or damaging your armor and slowly chipping away at your soldiers ability to fight.
Some of them, especially at high tech tiers, have the ability to Turn your soldiers against you! But not by means of psi... for the specifics, there´s further spoilers down below.

They have a couple of weaknesses, and tactics that should work well against pure Veronian lists... which is why I´ve also added some mixed late game lists! Very spicy.

This mod packs consists of (spoilers for special abilities and weapons):

-A full set of the new Veronian alien species.
Soldier, Medic (Stun), Engineer (heavy weapons/grenadiers), Navigator (sharpshooters), Leaders and Commanders.

(https://imgur.com/6uNlFmN.png)(https://imgur.com/utt68Vu.png)

-Each rank has their own color coded sprite sets (Purple, Green, Brown, Black, Blue and Red respectively) with slight detail differences for the higher ranks.

-Three new Veronian alien guns and a grenade with new visuals and sound effects.

(https://imgur.com/xl7s2rh.png)

The Veronian guns are effective against armor and draining, but do little direct health damage. The Disruptors do laser type damage.

Tactics: As these weapons are unlikely to kill in one shot, but cripples (freezes/stuns/panics) the target, using sacrificial decoys may work well.

You can research and unlock these guns for use, and you can unlock a new X-COM Disruptor tech, which allows you to research the X-Com Disruptor Gun and a manufacturing topic. Note, this requires both alien disruptor research (the heavy variant will unlock the XCOM research topic) as well as elerium and alloy research.

-The X-Com Disruptor Gun is effective both against and past armor, does little direct health damage but cripples the target. Good for helping you capture enemies. For balance it´s expensive, single shot (with heavy drop off to accuracy), aimed shot only (so no reaction fire and 55% TU cost) and relies on captured Veronian power cells (it can use both types).


-The Viracoid terror unit, a ranged variant of the Silacoid, based on the unused Concept Art "Glowing Silacoid" sprite sets (battlesprite set provided by the Martian). The Viracoid acts as a "blocking" unit.

(https://imgur.com/SgmoiQK.png)
(https://imgur.com/KfJanMH.png)

-A Viracoid weapon
spit, launching a arcing Area of Effect acid-type globule that like the Veronian guns, do little direct damage but all kinds of crippling status effects.

-The Turned Ones, a terror unit for the Veronians.
These former humans have been turned by
the fearsome Veronian Conversion Beam, an alternate ranged attack that their high ranking and specialist units use (Depending on tech level).

(https://imgur.com/OK1AoqH.png)

-The Conversion Beam Cell can be used by any Veronian gun, and has a chance of turning any target they hit into a Turned One, lobotomizing and genetically altering the victim on the spot - turning them into an alien puppet!

(https://imgur.com/tLfwGTJ.png)
Do the Veronians intend to turn all of mankind into pasty smurfs, or aggressive teletubbies? Yes, yes they do.

-The Turned Ones are tough melee enemies, who´s attack both drain their targets (locking them in place) and has a chance of also turning their victims into another Turned One! They are slightly faster and healthier than chryssalid Zombies (but do not spawn anything on death).
-The Veronians have a special raceList with the Turned Ones mixed into a lot of lower slots, for early-mid game Abduction and Research missions primarily. While Turned Ones go down easily enough to more Advanced X-Com weapons, early game they may prove quite threatening.

-Ufopaedia and autopsy articles for the new aliens and weapons.
-Research integration: With commander, leader, navigator etc unlocks as usual for aliens.
-Campaign integration included, with several different racelists including some mixed ones.
 
Basic Veronians will appear in the early months, but the full list only later (with a very small % chance of later Veronian lists popping up early to keep that nice element of "That´s X-Com!").
Veronians will also happily team up with other alien species fairly often (5-10% chance early months), depending on the mission type. They may even build a base together! Who knows what commander you´ll find in such a base, could prove fruitful? 
After month 7 and 9, a more dangerous Mixed Veronian lists may appear with Ethereal leadership present in small quantities, along with some Muton muscle and mechanized forces.
Veronians least favorite mission is the infiltration type (not being very social), so they have lower chance of appearing there.


Here´s a little run down briefing on the Veronians and their lore, hard to fit in the ufopaedia and its fun to have some background to the weird purple aliens you´ll be shooting at/get shot by.

Cranking up my best Comicbook-Straightfaced-Concerned-but-possibly-crazy Scientist persona for this one.

The Veronians:
The Veronians possess tough biomechanical bodies, with precise movements and seemingly fearless behavious at first categorized them as a new combat class alien.
However, upon further analysis of the living specimen we can conclude that they are more of a semi-biological machine, with the bodies made or or grown from an alien silicate-alloy, acting as a exoskeleton for the viscous silicate-ethane Veronian lifeform inside.
We have not been able to determine if this techno-organic exo-skeleton grows naturally from the Veronian life-form, or is produced by some other means. We can determine a number of embedded cybernetic modules and implants, differing from caste to caste or even individual Veronian. 
While speculative, their precision, focus and affinity for the alien technology, especially their spacecraft, mean the Veronians have some form of engineering or production focused role within the Alien Empire.
Their combat presence in raids, and structured organisation with unique weapon technology hint at some further purpose and origins apart from that of other alien species encountered.
They are fully combat capable, if poor melee fighters, and are sent on preprogrammed abduction missions. They make for poor infiltrators, providing only a support role during such missions.
Veronians are highly resistant to psi-attacks, but incapable of carrying them out. Its possible that their lack of a central brain make them incompatible with at least human forms of psionics. 
The Alien leadership appear ot have some means of control, possibly implanted or a specific weakness that allows the Veronians to be commanded. Disturbingly, it is also possible that they are cooperating as allies with the other Aliens and are not under direct control.
In the field, the Veronians most commonly follow their own command structure, with clear color coded ranks and functions. Their higher ranking members appear to possess slightly greater capabilities.
It appears unlikely that Veronians care about honour or ranks other than as a function of their organisation. Integrated with other aliens, or using Turned Humans, the Veronians treat all allies in the same calculating manner.
They show no willingness to communicate with us and indeed, have no direct biological means of doing so aside for writing or possibly sign language.
The Veronians high intelligence, complete lack of empathy for humans and high degree of integration with the Alien designs for Earth means they must be destroyed wherever encountered."

The Veronian arsenal differ from that of the other alien forces encountered. Armed with Phased Disintegrator beam weaponry, more akin to emitted lasers than plasma particles, with less of a focus on direct damage or destruction hints that the Veronians approach to battle and tactics is also different.
Veronians can be encountered on any form of mission, although they seem less interested, or capable off, infiltration missions.
When carrying out research, harvest or abduction missions, the Veronians combine swift raids with a focus on controlling the battlefield. Ensuring no civilians escape the mission area before closing the net.
The Veronian missions appear mostly focused on capturing large quantities of humans, taking hundreds or even thousands with them. How they manage this considering the limited size of even the largest alien craft can only have unpleasant answers.
They also appear to provide most of the labor and technical expertise for swiftly constructing and assembling the many alien bases. It is possible that they have one or several manufacturing plants or craft nearby that assist the alien campaign.
When threatened, Veronians will organise counterattacks, designed at neutralizing whatever they consider a threat. For this purpose, they will amass not only their greatest weapons and soldiers, but also employ allied forces.
Combined with Aliens with other capabilities, the Veronian presence could prove a significant problem to our forces.

The Viracoid
The Viracoid are a variant or possibly an advancement of the Silacoid lifeform, a living mass of muscles and redundant organs protecting a biogenerator at its silicon core.
Veronian bioliquid is present throughout the Viracoid, giving it added resilience, intelligence and possibly facilitating communication with its more humanoid kin.   
Produced as a living bioweapon, the Viracoid is extremely hard to kill or cripple and is resistant against most forms of damage. Only overwhelming firepower can render it inert.
Its primary means of attack is discharing large viral globules at surprisingly long range and with a decent area of effect.
The Viracoid attack globule consists of an exterior biomatter wall that breaks down on contact, releasing a hot blast of alien neurotoxic viral load to anything within its vicinity.
The viruses within this mixture have been engineered to attack both matter and biological targets, breaking down armor and dead matter as swiftly as molecular acid. We suspect this ability can be modified by the Aliens, either between missions or even in the field.
Against human victims the viruses attack the nervous system, primarily the brain and spinal cord, causing crippling neural damage.
Victims muscles convulse with crippling strength, eventually paralyzing the motorfunctions or send them into a coma, from which only the most advanced technology can hope to revive them.
It is believed that this attack primary purpose is for capturing large numbers humans for abductions. This fits the pattern of Veronian armament capabilities and focus, even if the means differ.
A common side effect to exposure is a state of neural shock with unpredictable mental consequences, with long term permanent psychological trauma, memory loss or even brain deterioration as a result.
The Viracoid hardiness means that the enemy can air drop hundreds of these from any of their craft, to quickly subdue an entire town or city centre population of people.

The Turned Ones
The Turned Ones hint at the Veronians part of the aliens masterplan for mankind. The Turned Ones are originally human victims exposed to Veronian conversion beams, suffering permanent mental and physiological changes brought on by rapid mutation.
These changes appear the be preprogrammed, as each Turned One are eerily similar in both external and interior appearance, only traces of their original DNA allowing us to track down who they used to be. Any resemblanceto their original appearance is minor at best. 
Intentional neural damage has made the Turned less susceptible to feeling pain, steroid and adrenalin changes in the body have significantly strengthened them.
We suspect that the Aliens can produce a effective grunt soldier with this method in a very short timespan.
Memories and personality are erased or altered, making the victim susceptible to alien command and mental domination.
Those Turned that are brought back to an Alien base are further modified genetically with retroviruses, steroids and alien-cybernetic implants or organs, for specific purposes. 
Earlier samples captured indicate a less precise turning process, brute forcing and leaving the Turned damaged permanently and less capable as a result from the process.
Later samples show frighting advances, both in advances to the beam conversion changes, and physiological modification. The Aliens may have been experimenting with hundreds of abductees over decades to perfect this method.
Short of manpower, we suspect the Aliens are using thousands of abducted and Turned humans for simple labor, combat and even food resources.
While capable of acting with unflinching aggression when commanded, the Turned are otherwise emotional nulls, lobotomized by the conversion process and no longer respondant to human interaction.
Left alone they passively stand waiting for new commands from their alien masters."

The corpses of the Turned are obviously human in origin, yet display several physiological changes. Hardened skin, engorged musculature, slowed metabolism and enlargened pupils.
Their brain matter display permanent changes in structure compared to a normal human brain, with several areas associated with memory and emotions appearing shrivelled and decayed.
The result of human exposure to alien nerve disruption technology, these internal alterations significantly shorten the Turned humans lifespan and like most aliens encountered, are rendered sterile."

Reports of abductions across the globe and evidence from the field suggest that the Veronians are now turning thousands of humans with their conversion weapons, altering their minds and mutating their bodies to suit the purposes of their alien masters.
Aboard alien craft and bases, the Turned appear to serve both in a simple labor capacity and even more disturbingly, serve as walking emergency rations for other aliens.
These observations hint at the Aliens true intentions for humanity, and should they be able to scale up this process, entire cities could fall."




Reusing this mod or assets:
You may include, mix or modify it for your own mods as you please (just write a mention in the credits or something).
I´ve modified the zombie and Viracoid attack sprites and some particle effects, but unsure about their original source/creator.
The more X-Com the merrier is the way I like it.

Feedback:
Balancing and bug hunting is hard on my own, so if you have bug reports or balancing feedback, post them to the thread and I'll take a look at it as soon as possible. Possibly even faster than 9 years!


Old first post:
I say this project doesn't have nearly enough new pixels going for it yet. Let's do something about that shall we?


Here's something I've been working on the last couple of days:

The Veronian (there's a homage hidden here), a three-eyed and mouthless alien with some bug-characteristics:

(https://i.imgur.com/runyE.png)
Main sheet with "alternative" sprite variants boxed in yellow (that I haven't really settled on yet) and pink boxes marking showcase or comparisons.

Threat-wise I'd place them somewhere between the Snakeman and Muton, with a few low/high outliers in stats and gimmicks. Only the commanders and leaders have limited psi-ability (worse than a Sectoid) but they are all very resistant to psi-attacks.

Running animation, front and back:
(https://i.imgur.com/BriVC.png)

The first angles I did so probably the most wonky.

Death animation(s):
(https://i.imgur.com/Hsiew.png)

A couple of ideas here, might want to edit a frame to have the collapse be a little more gradual. Not sure.

#1 Terror unit, the Iron-maiden (working name):
(https://i.imgur.com/DJbJj.png)

Might look better shortened a little and a bit too tall and broad (death frame) anyways if 32x40 is an absolute limit for units.

A flying coffin that is powered by human life-juice, likes to zip around and shoot people in the face on its free time when not abducting civilians for the Veronians sinister experiments.

Defense profile: Tough exterior with the front being the weakest, squishy insides and slim profile for an overall rather survivable terror unit.
Mobility profile: It's fast and can fly so it's highly mobile with good energy regen.
Attack profile: The armament is a slightly more rapid firing heavy laser, not super powerful but accurate.

#2 Terror unit, the Mobile Assault Fortress [The MAF, is a working name] - Only got a concept for this but leaning towards a non-flying one-tile terror unit a step up from the Iron-Maiden on the "oh shit, it's a terror unit"-scale.

Only got some doodles on it so no sprites yet. Tougher but a much slower, non-flying version of the Iron-maiden. A little more alien looking, will see if I can fit it within the frame limits.



Once I'm satisfied with this set I'm going to start ripping it apart and make something with PCKVIEW that's importable. OpenXcom aint done yet and I have even less clue about the programming side than I do about the graphical side, but I feel there's plenty of potential for cool new stuff if OpenXcom rips the interior open and allows easy modding and adding entirely new sprites (and species).

I also got some doodles for reworks of the Snakemen, Mutons and some terror units. Either to serve as new species or to replace the old ones.


Criticism and improvement suggestions to existing sprite work is always welcome, it's easy to become blind to your own work (and getting those damn legs looking decent in all angles is a story unto itself).

 
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: luke83 on September 13, 2012, 10:17:45 pm
Hey mate, they look rather interesting , cant wait to see the, packaged into the correct game format so i can use them in game.
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Leflair on September 13, 2012, 11:35:12 pm
Another version of the Iron-maiden:
(https://i.imgur.com/4Nmr2.png)

Tried chopping off a bit of the long one for the death frame (upper right) and showing it behind the thing for some added volume (upper left), looks so-so. Hard to work with straight edges in the diagonal when working with sprites at this resolution.  Might not be all that noticable at "100%", but the game resolution will close up and the diagonal jaggies become a lot more noticable.

(https://i.imgur.com/XDjYa.png)
At 200%

I tried another idea I had for the Iron-Maiden, more of a egg shape.

First version to the left, looked rather unremarkable so I added some doors and other detailing (right version).

Last three are various death frames for the egg version, the left one being my first attempt were I haven't added door wreckage or similar like in the rightward two versions.

The interior shows some "ribbing", going for a bit of a fishbones/rib-cage/stuffing look - the purpose is to keep the human in place once inside.

I guess the "upright" version might work as a sort of "died and sank into the ground like a lead weight after the hover engine cut out, but will need some work to not look weird. Egg serves as a nice headstone for the corpse that way though!

The two rightward version are just different lighting, darker is better to not draw as much attention to a mere corpse - living/active threats should should look brighter (I believe you see this effect with the muton corpse for example).

The heavy egg, or at least the upper part, have semi-collapsed unto itself and isl eaning over, with one of the doors stuck into the ground just behind the corpse that was thrown free.
The bright liquid is the animating fluid to keep the human alive inside. Should probably darken that up a bit too for the Death Frame.

I might change the corpse pose for the egg to more of a "thrown forwards" position, might look better with that concept.

Maybe add two long "arms" coming out of the interior, nestled around some limbs of the body to show how the Iron-maiden catches its' victims and give a little more connect between the fore- and backgrounds.
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: moriarty on September 14, 2012, 12:12:11 am
nice piece of work... a new race, complete with terror unit, in matching colors :D can't wait to see more ideas.
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: michal on September 14, 2012, 08:08:33 am
Wow, good work :D I think i like second iron maiden more.
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Leflair on September 14, 2012, 05:35:12 pm
Something I'd like to see (if it's not already in) is fully modable percentages chances for the individual terror units appearing in a mission, so you could conceivably mix either all the terror units and simply have a far higher likelyhood for certain matchings - or - have rather long lists for each race with a few nasties with really low % chance of appearing.

How does that work right now? I know Mutons got two terror units, is it a 50/50 divide on the number of "terror unit slots" for the given mission/ship size?

I got plans...

Speaking of plans,

I think I just got some inspiration for a suitable Terror unit for my Ethereal rework (if anyone remembersAlien Brain's final speech) (https://www.youtube.com/watch?v=Y15NnGZIBuM)  :D

(A black rectangle is probably not copyrighted and could work as a nice little homage, but the "eeEEEEEEEEEEEEEEeEEEEEEEEEEeE­EEEEEEEEEEEeeeeeeeeeeeeeeeeEEE­EEEeeeeeeeeeeeeeeeeeeeeeeeeeee­eEE" music probably is protected)
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Leflair on September 14, 2012, 11:10:05 pm
And speaking of a remade Ethereal, here's something new for you.

(https://i.imgur.com/EHk5s.png)

(https://i.imgur.com/HsgG9.png)

Thought I'd show up a draft process here, minus my own prep thumbnote doodling.

--
First, the design aspects and themes:
--

My idea for a new Ethereal was to go for a slimmer and taller profile, while keeping the "overlord" feeling that the broad shoulders of the original had. The slimness adds to their underlying "braniac" fragility that the species has, yet the tallness and ornateness still emphasizes their great power.

I think the original has a monk or buddhist theme going for it with that brown/orange robe, which work well enough for creating a disconcerting aura (a little like the Black Monolith video) - but less so to give off the "these are the boss guys".

I picked a white colour theme to symbolize their pureness, they are the great lords of their empire and these guys don't like to get their own hands dirty unless they really have to - so when they actually show up on the battlefield I want to create that unnerving sense of "Huh, what is this?" by having something that really stands out from the other aliens. Which is also why I didn't go with the obvious "black = evil" theme, it would just look really dark. These guys think pretty highly of themselves, I figure - and want to present themselves as such too.


--
Starting the actual spritesmithing:
--

I started out with the leftmost white cloaked dude from scratch - no idea about the proper height or anything other than the general shape and theme I was going for.

Then I dragged out the original and took its measurements, increasing the height of the second leftmost white sprite.

For the fourth (or third new) sprite I started fleshing out the cloak and hood, at first picking a dark green for the folding to give a stronger contrast between the white fabric and shading. I decided on to widen the opening, creating this foreboding center of darkness in the model and constrast with the white parts. White exterior, dark interior. Simple message.

I kinda ditched that idea because the dark green clashed a little too much with the white, so the fifth sprite had more of a grey thing, and also a bigger hood.

I wanted them to erradiate a sense of looking down on the humans, which is the purpose of the steep slope of the rightmost two designs. The only difference being a barely noticable "dark aura" on the last sprite (would be more noticable against the battlefield background, too bad you can't do gradual transparency within the game).

--

Now, I'm not quite satisfied with how the shoulders are looking on the later models - the two last ones have less "sharp" drop between hood and shoulders which doesn't quite support the broad shoulderness that gives the main design it's Lordish "oomph". On the other hand, it does enhance the "looking down on you" posture. The jaggy cut between the main bulk of the cloak and the broader bottom is a little too sharp too, I think.

What do you guys think? It's still an early draft and I'm open to suggestions!
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Volutar on September 15, 2012, 09:10:57 am
Leflair, I must say, you have great skills very useful for this project, and beyond. I hope you will be somewhere around when project go to 2x sized sprites. I like this white ethereal. The only thing which strike the eye is black outline. This sprite should be looking nice in every environment, not only black.
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: moriarty on September 15, 2012, 10:29:30 am
I like the dark "aura" too. If only openxcom supported alpha blending yet... :) for now I think it might look weird when he's moving in broad daylight. although I'd have to see it in-game first, maybe it's not that bad :)

I also like your idea of the monolith terror unit... it fits the mysterious nature of the ethereals.
what would you use for an attack? a simple plasma weapon doesn't seem right.

maybe some kind of close-quarters-area-effect? a shockwave of sorts? currently, the game doesn't support these kinds of graphic effects, though... unless it simply unleashes an explosion on the square it sits in. which would also affect the monolith itself, though... but maybe it simply has extremely high "under" armour, because that's where explosive damage from the same sqaure is applied?
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Leflair on September 15, 2012, 11:32:09 am
2xSprite size woulde certainly increase ones options! Trying to make a decent looking foot / hand with like 2 pixel's width aint easy  :P

As for the black "shadow", I think it might actually work even in broad daylight lighting as a sort of "wait, that's not right-" visual trigger. The Ethereal casts a pitch black shadow, spilling out from within its cloak, no matter which direction the sun is shining. Will have to see how it looks ingame (eventually) - I believe you can have a seperate "shadow" sprite, just like how hovertanks have their little plasma wake as a seperate thing - right?

As for the Monolith, I imagine it as a nearly immobile (I don't think the game like it works now would support any form of "teleporting" unit). I guess it could slide around a little (and it would require some sort of TU pool to attack).

It's only offensive means (fitting the current available options) would be using some sort of highly powerful psi-attack. On its own the Monolith won't be wrecking your crew, but it can take control or immobilize any single one of your troops in a turn.

It wouldn't necessarily be all that tough (to balance out having one of the most powerful psi-skills/strength), which would motivate players to strike out and find it before everything goes tits up. One shot is all you need, but you have to find the bastard first!  ;)

Alternatively, it could be somewhat weaker on the psi-side but be armored like a tank. To complement the otherwise powerful psi-wielding but squishy Ethereals. The Monolith is just gonna sit there wailing away at your troops minds until you concentrate enough firepower to bring it down.

Wishlist:
I'd see it as a rare, 1-10% chance of appearing sort of Terror Unit - so having certain Terror units be really powerful would really add to the "oh shit!" feel when you bump into something you've never seen before that starts ripping into your guys.

Being able to program units to only use one, or heavily favour a, (psi-)attack would be great, in this case: Preferably Panic rather than mind control.

On the Psi-Attack side (and close combat), I'd like to see some sort of attack that could drain Unit Energy - like a non-unconcious stun. The unit just becomes unable to do anything until it gets a chance to regenerate energy.

Giving modders the ability to limit individual units psi-abilities in range instead of the current system.

Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Leflair on September 15, 2012, 03:00:16 pm
Here's a first draft for a Snakeman remake:

(https://i.imgur.com/9p8I0.png)

I wanted to keep the general distinctiveness of the original, but I thought the original model looked a little too fat / buff compared to its stats. I wanted to create a frailer appearance.

For that I changed up the lower body to be more "pear" shaped, and removed some muscle from the arms. I also slimmed down the mid-riff. Made them look a little more feminine perhaps (Snakewomen?  ???).

I dampened the bright orange colour a little, to give them more of a camouflage look. Perhaps the species could get some terrain preferances in both combat and on the strategic part?

The first two remakes keep the "goofiness" of the originals mouth, with a slightly different take on the teeth and eyes. The original got some sort of giant unibrow going, creating a squinting appearance and, coupled with the gigantic teeth, draws the viewers mind towards an some sort of unfortunate racist caricature of Asian people. Probably not intentional, but I think having some beady eyes fit the snake look better.

The head I made smaller and flatter, giving more of a "hunched forward" look - like a snake waiting to pounce.

I increased its "armour" to cover more of the chest - removing some of the "snake boobs" of the original (a good thing?  :P)

I couldn't make up my mind about the "backpack" - it certainly adds a little more dimensional depth to the sprite and it reminded me of a flamethrower fuel tank, which could be kinda cool if the Snakemen got some incendiary weapons which would distinguish them from the other aliens. On the other hand, removing the backpack gave the model a leaner look. The backpack could also look a little like a big shield - and give the Snakeman a uniquely high rear armour stats. Might try another colour, the purple aint quite working out (blue like in the original is more complementary to the main orange/brown colour scheme).

Next two drafts I tried removing some of the goofiness of the original, removing the mouth outright and adding some "glowing eyes" for increased intimidation.

In the last draft I changed up the shoulder armour some more from the original, adding two small "horns".

Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: luke83 on September 15, 2012, 03:07:36 pm
Maybe its just me , but the last snakeman could look pretty good with a set of legs and be a completly new alien species.

 Some Jnr Snakeman could be good and some Eggsake sprite for a new mission type , just some thoughts.
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Leflair on September 15, 2012, 03:52:54 pm
Did another draft:
(https://i.imgur.com/kRFsB.png)

Less symmetrical "tail" of my own design and I tried doing a "Cobra hood" (could also double as a cowboy hat with some modification  :P) for the rightmost Sprite + buffer arms. Perhaps a Commander?
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: luke83 on September 15, 2012, 04:13:20 pm
Love the Cobra heads
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Leflair on September 15, 2012, 04:27:43 pm
Fun fact time!


Did you know that a baby Snakeman can eat its own weight in human flesh per day until its fully grown?

Did you know that the Snakeman reproductive system is very efficient and reproduction can be asexual*, with each snakeman carrying up to fifty eggs inside its body at any one time?

Did you know that a adult Snakeman can lay over two thousand eggs a month and that the preferable hatching environment is in the moist yet still warm remains of human beings?

Did you know that the Snakeman and Chryssalid DNA overlap by 99.9%?


(https://i.imgur.com/sIRLi.png)

*100% parasitical!


The more you know!  ;)


Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: moriarty on September 15, 2012, 07:38:55 pm
love the new snakeman (the rightmost one from two posts up). could you go ahead and make a side view? :D

as for the dark one directly above... that's scary. imagine a nighttime misison with those dark snakemen.... aaaaarrrghhh!

a lot of the aliens could actually come in several colors. snakemen most of all... they should actually be able to adapt their colors to the surrounding terrain, if you ask me. like a chameleon. plus the corresponding to-hit-modifier :)
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: luke83 on September 15, 2012, 11:42:25 pm
a lot of the aliens could actually come in several colors. snakemen most of all... they should actually be able to adapt their colors to the surrounding terrain, if you ask me. like a chameleon. plus the corresponding to-hit-modifier :)

Yanks has some code for the visual effect, i dont think he ever finished it though , would love to be able to make it a special ability for the aliens.
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: moriarty on September 16, 2012, 12:29:14 am
oh, that "fake transparency" effect? right, but I think that deserves a whole new alien race. some kind of Predator-tribute-alien. :)

I was thinking more like four or five different colorings for the snakemen, chosen by terrain type. perhaps, though, chosen by the intended terrain type of the UFO's mission, so if there's a UFO headed for the jungle, and you shot it down over the desert, you will find green snakemen stumbling over the yellow sands... LOL
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Volutar on September 16, 2012, 09:10:23 am
Fake transparency in tactic turn based strategy? You gotta be kidding... You have highlighted buttons of each alien you see. If it were absolutely invisible - you still be able to shoot it with that.
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: luke83 on September 16, 2012, 09:32:05 am
The invisibility would decrease chance of Hhuman unit seeing it And reduce chance to hit. I see this as a Alien Item that could be researched " Cloaking shield" - Short term use - High energy requirements.


StarTrek away team had Cloak Bands and its Turn Based stratergy
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: moriarty on September 16, 2012, 11:37:38 am
If it were absolutely invisible - you still be able to shoot it with that.

you'd be able to shoot at it, but just like luke83 said, the chance to-hit would be greatly decreased. granted, you could still use explosives. it's what I would do :) still sounds like a feasible tactical element to me.
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Volutar on September 16, 2012, 11:51:34 am
So this not for fooling player with something like green mutons on green grass, but rather gameplay penalty element, working with firing mechanics. I'm fine with that :)
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Leflair on September 16, 2012, 01:19:49 pm
Yeah, something like that could be cool. A Chamelon type terror unit could be pretty... well, terrifying  :P

I still want some teleportation and "jump" movement mechanics. Could make some pretty cool units with that.

Floater remake, draft 1:
(https://i.imgur.com/3Zagl.png)

(https://i.imgur.com/PoU0V.png)


Took some inspiration from the new XCOM with this, having both a "standard" Floater and a "Heavy" Floater.

The Floaters are pretty much the weakest units in the game, short of a few scenarios where the AI can use the aliens greater night vision + flying mechanics to its advantage (usually on Superhuman difficulty).

What makes the Floater so weak is really its lackluster terror unit (the Reaper) - the AI has trouble enough using the Chryssalid, let alone a four tile large close combat unit like the Reaper.

So why not throw in a "Heavy Floater" packed with built in weapons and greater stats than the standard Floater in general? ... A Flying Muton if you will  :o

Did some different takes as you can see, the Standard Floater I wanted to look a little goofy and grunty like the original, but more cybernetic (with perhaps the hint that the Aliens make Floaters out of any suitable material they can find - including abducted humans) - A smaller profile to make up for their general weakness, and perhaps improved armour as well (still a low Health count though).

I kept the Floaters flying disco-ball, but remade it a little. It's even more a torso stuck on top of a flying ball now.

At first I experimented with a "Mono-eye", a single red eye - but with the limitations of the Sprite size I couldn't make it look right (more like a "mono-square") so instead I took a page from my first Heavy Floater draft and gave them three eyes. Eventually I would take the main body from the Heavy Floater too, with some modifications, the bright armour of the first one did look a little "off" to me.

The Heavy Floater was hard to pin down - I knew what I wanted with it, bigger and tougher - but how to translate that into practice? Bigger Shoulders and head was a given, and I slapped some heavier armour on the cest as well - buffed up the arms and got a pretty decent look. Eventually I settled for slimming down the lower body a little too, for a less "pudgy" appearance.

Some experiments with visually mounted arm weapons as well, I mean - why not stick a tank weapon on it if you can? No need to bother animating the proper weapon handling then either.

The last draft for the Heavy Floater I tried sticking some "chest tubing" on the front, to break up the down-ward pointing "arrow" that the slimmer lower body created (kinda drawing the viewers vision to its... giant ball  :P) which made a it look a little buffer too.

The biggest problem was really breaking up how symmetrical the design became, I think the arm weapons did the most for that and for the final design that might work out for the best.

Edit:
(https://i.imgur.com/NMs9F.png) (https://i.imgur.com/WpI5n.png)

Another attempt at the mono-eye idea and a somewhat more eye-catching version (pun not intended).

With the third sprite I'm just taking an axe to the humanoid-ness by removing the head all together to make the standard Floater more unique.

I'm not sure on the arms, perhaps the standard Floater should have fleshy arms while only the Heavy Floater got the cybernetic arms - to distinguish the two further.


What do you guys think?
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Leflair on September 17, 2012, 10:44:00 pm
Working on converting the Velarian to something usable ingame but I am running into some issues:
Is there a max roof on amount of frames for one "movement"? For example: When walking the game seem to use about 8 frames (+1 idle frame)

My own draft got like 18 frames + 1 idle for the same - Do I need to cut out some frames for the game to parse it correctly?

Example:
(https://i.imgur.com/wjpyr.png)
8 Frames, 4 for each movement - The other 4 are just mirrored versions of the first set
The frames also move up and down about 2 pixels (I guess to create a faux sense of movement)
It's a bit interesting because there's just 1 single front torso part, which makes me think that it somehow automatically moves up and down with the leg parts between frames? Or do they in practice clip through it? That shouldn't look right, but it's hard to know without directly comparing it ingame.

My old animation looks like this
(https://i.imgur.com/vC6r4.png)

And a new one that "matches" the Muton one, sans the pixel jump
(https://i.imgur.com/ux4Jk.png)
(https://i.imgur.com/XlhCl.png)

Thoughts?

The other issues are "unarmed" arm movement and weapon positions.

The Muton got a pile of arm movements for each angle and a set too for holding weapons for the various angles - within the current game modding limitations I can't just throw in a gun on my own sprite sets and create a file for weapon positions from that - I need to match it with an existing set (and replace it) and that's proving to be the most difficult part, siffling through the unassembled standard aliens to find a decent match.

The Veronian is slightly taller than the X-Com soldier (and I can't exactly replace that either) and the other closest match is probably the Muton, which got some funky beef-cake arms where I'm uncertain on how the final gun position rests. I've yet to find the default "standing still holding a rifle" arms. Maybe I'm overthinking it and it won't even be noticable if most of the hands are covered by the guns? Still, don't want the guns to hover clearly above the hands either.

Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: moriarty on September 18, 2012, 01:05:55 am
I think that there are only two gun positions for the sprites: standard and "sectoid". because the sectoid is visibly shorter, the weapon positions had to be adjusted. I think it's simply a vertical offset. also, when a weapon is fired, there is an offset list (X and Y) that adjusts the gun position to the "firing" arm positions. the offset list is hardcoded, I've seen it somewhere in the code.

maybe one of the coders could help us out here?

for the basic weapon positions on xcom soldiers, head on over to https://openxcommods.weebly.com/downloads1.html (https://openxcommods.weebly.com/downloads1.html) and grab one of my "layered composite sprites" (perhaps this one (https://openxcommods.weebly.com/uploads/1/1/8/4/11849982/xcom_0_layered_composite_sprites.zip)) - they also contain the basic pistol and rifle, so you can see where the weapons will appear on the sprite in-game.
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: luke83 on September 18, 2012, 12:31:36 pm
 Sorry i could not be more help here , i have only really played with the HUMAN sprites. Once you figure it out , please share the knowledge with the rest of the community.
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Volutar on September 18, 2012, 12:59:49 pm
moriarty is almost right. Hand held weapon is just one of unit layers, which rendered "as is". It also has Y offset when walking (1,0,-1,0,1,0,-1,0), for sectoid it 5 pixels lower (static value), for sitting xcom - 4 pixels lower, and for muton it has different Y offset sequence for walking (1,1,0,-1,1,1,0,-1). Positive values are lower, negative are higher. So when it drawn - it should be checked against other unit sprites. It should fit hands properly.
Actually same animated Y offset work for hands and for torso sprites.
So there aren't unit class with Y offset of -1. Though you can draw them as tall as you want, only considering standart weapon Y position.
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Leflair on September 18, 2012, 06:32:45 pm
Tell you what, I'll assemble a first version with the focus on just getting all the frames in the proper order and then if things looks funky with the weapon handling I'll adjust things accordingly.

I still wonder how the (single) torso frame "knows" how to move up and down with the different leg frames, perhaps that too is tied to the Y-offset?

Edit:
Here's an idea I knocked around in my head today at work:

The "Sectoman" (Yeah yeah I know :p)
(https://i.imgur.com/MaP2N.png)

Inspired by that comment about one of the remade snakemen heads making for a potential new species and the "Outsider" from the new XCOM game, I thought the idea of a universal "guardian" to be pretty cool.

Regardless of species it has a chance of appearing onboard medium and larger ships + bases, up to 4 units [in addition to the normal crew].

The chance of appearing is modified by difficulty.

So a Medium ship might get 1 [say 25% chance on beginner]
While a large ship may get up to 2 and a battleship up to 4 (same for bases). It might be none though, or anything inbetween.

It's tough as nails and comes with built in weaponry that doesn't run out of ammo (like the Sectopod gun), shielded against psionics with its only weakness perhaps being "slowness" and low aggression to keep it around the ship.

I also knocked around having a even beefier version with lower % chance of appearing, just for that extra "That doesn't look good-" factor.

Ideally OpenXcom could have a seperate category for a "guardian" class of unit, just like terror units that simply slaps on a randomly (or tied to species) unit for when the aliens are on the defensive to spice things up.
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Volutar on September 18, 2012, 07:23:47 pm
I still wonder how the (single) torso frame "knows" how to move up and down with the different leg frames, perhaps that too is tied to the Y-offset?
Hmm? I've already said "how".
Quote
It also has Y offset when walking (1,0,-1,0,1,0,-1,0), and for muton it has different Y offset sequence for walking (1,1,0,-1,1,1,0,-1)...Actually same animated Y offset work for hands and for torso sprites.
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Leflair on September 18, 2012, 08:09:56 pm
Ah, missed that part when I read your post! (I guessed the same after though so  :P)

I believe Mutons might be the closest fit as far as Y-position goes (for the legs at least), but we'll see.
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Leflair on September 18, 2012, 09:38:01 pm
The conversion job so far:
(https://i.imgur.com/Kcxbm.png)

(https://i.imgur.com/gTpbG.png)

Played around with the upper torsos to see how best fit the individual arms later, as you can see I left some of the shoulders "in" on a few of them due to the minimal differences between that part on the various arms - may have to reconsider that when I flesh out the "unarmed" arm frames.

Due to how the unched over body covers most of the arm "away from the camera" I might not actually need to modell the complete arm for those frames, just what juts out of the elbow.

I wasn't satisfied with how the diagonal front legs turned out in the first draft so I redid them to better work with the games way of animating it. Might still require some changes, although this is at 300% zoom so it might not be noticable if a few pixels are a bit "off" here and there once ingame.

There's still some height differences between the Muton and Veronian, due to how the legs are structured on the Veronian (Humanoid vs "bird/bug legs"), most noticable on the full model rotation and the diagonal running comparisons. May require some modification - or it might turn out that the legs work better overall with one of the other alien models. The diagonal arms may "bob around" less than the Mutons due to the more compact motion set.
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: luke83 on September 18, 2012, 10:16:21 pm
looking good mate, cant wait to see them in game.
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Volutar on September 19, 2012, 04:55:38 am
I see no hand waving in front animation, though some sort of waving in look from behind and from angle. I guess hand waving is something that haven't done yet.
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Leflair on September 19, 2012, 07:14:45 pm
You mean arm "motion" while moving? Yeah, most of the arms are frozen (copies) currently (with a few exceptions), will take on properly animating that after I'm done with the rest of the frames.

The largest bulk of frames are actually arms, due to having both "unarmed" and "armed" states.

To quote moriarty:
Take a look at my list here: https://openxcommods.weebly.com/uploads/1/1/8/4/11849982/xcom_0_sprite_usage.txt. the sprites are for the most part in groups of 8, for the 8 different facings possible. the order is always the same, and can be seen best when looking at the legs or torso: it starts facing "away to the right" (which is "north" in-game, as seen in the mini-map - the "camera" sits southeast, looking towards the northwest), and then turns clockwise.

Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Leflair on September 19, 2012, 08:07:53 pm
Here's an example of how the Y-level will make things... trickier

(https://i.imgur.com/PLeJk.png)

The blue line shows the height difference between the current complete models depending on their movement frame.

Depending on which set of "four" movement frames for the legs, you got to track either the inner or outer leg that stays "solid" while the other leg moves. (see pink line)
This becomes a bit tricky with the "bug legs" of the Veronian and the pseudo-depth perspective on the inner leg, which quickly gets "compressed" as hell but I might get away with having the "solid" leg be one-pixel off from the center-line on occasion while the other one moves in the foreground.

The red line shows the height difference between the different frames of the Muton legs (and torso), a total of 3 different levels, with 2 of the leg frames sharing the same one (the left most ones).

As you can see from my current (remake) of the leg animation, the only place to compensate for that height difference is the "free" moving leg, while keeping the 3 midriff levels in mind to get it all to "glue together" correctly later (for the Muton, the other animation sets differ with the Y-level stuff).

Not only that, but due to the "hunch-forward" look of the Veronian, the midriff will at different times be covered by the arm closest to the "camera", which is why I've added some dark purple in the top layer of the mid-riff on the legs - which should mostly be hidden by the arm (Which should impose itself above all other pieces depth) while in animation and should come across as "shadows" when not. I hope that works as I think it does...

This is how it looks "fixed" (I think)
(https://i.imgur.com/wOzhy.png)

Adjusted all the running animations accordingly, with some new frames too where the legs didn't work right:
(https://i.imgur.com/kURYe.png)

Still need to check so that the different "torso's" line up correctly with their lower bodies - and do the arms.
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Leflair on September 21, 2012, 08:23:39 pm
I've readjusted all the legs so that they are "one pixel" "down" compared to the Muton, and the Veronian torso the same to match-up. Might adjust more downwards.

And this to get some visual ques to figure out the arms  :P
(https://i.imgur.com/q0WyA.png)

The top arms should be the models "left arm" (from its perspective) but I'm not sure what's going on with the bottom row, the dark areas would indicate that they are arms on the "other side" of the body, facing away from the camera and they appear to be unarmed like the top row? But they don't seem to quite line up...  ???
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: moriarty on September 21, 2012, 08:27:51 pm
the lower ones look like some kind of movement animation to me. are you sure you got the right sprites?
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Leflair on September 21, 2012, 08:34:15 pm
Those are just a small section of the 260+ frames, but yes - directly exported from the game.

Here's the full thing:
(https://i.imgur.com/phkrf.png)

Look up in the top right corner, might be why the bottom row in the one I posted look wonky!  :P

(Not sure what the hell is going on with the 8 frames of a single pixel in the top row)
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: moriarty on September 21, 2012, 09:20:47 pm
I'd say the one-pixel-frames are there because that's where the "kneeling legs" frames are in the xcom_0/1/2 pck files :P obviously the muton.pck was made in direct analogy. except for the "female upper body and head" sprites at the end.

it's all quite logical. and yes, I guess you've got a wrong offset there, two frames forward. that explains a lot... :)
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Leflair on September 21, 2012, 09:29:42 pm
I'm having one more headache though (scroll to the right end):
(https://i.imgur.com/pjyR3.png)

I'm figuring Paint.net just aint that exact - so even when it displays "32 pixels width" it might be 32.25 because I keep on redoing each grid but once I add up the totals it's off by ".5" or some other miniscule amount that do add up once I start gluing my grid back together.

Any ideas how to pull it off to the necessary exactness?

Moriarty: Does that mean I could make my Voronian have a full set of kneeling animations? What would be the Y-modifiers for the upper body so it matches with the legs? The AI might not use it unless "fixed" though... but it could be fun (there are two different sets of height values for standing and kneeling on all units)
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: moriarty on September 21, 2012, 11:36:10 pm
maybe you are doing "32 pixels wide" and then your "division line" is on the 33rd pixel? although then you should end up being 7 pixels off. weird.

of course you can make kneeling animations... the "AI" doesn't know how to kneel yet, but that shouldn't stop us, I guess. maybe you could also make kneeling animations for the muton, while you're at it? you are definitely a way better pixel artist than I am. :)

as for the kneeling Y offset, Volutar wrote
Quote
for sitting xcom - 4 pixels lower
so that should be it
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Leflair on September 22, 2012, 12:00:50 am
Thought it might be the division lines which is why I tried removing them, but the remaining difference is tiny and only pops up when measuring 3+ "sets" of 8 frames. I'll just have to try my best to superimpose my new arms over the old ones and see how it ends up fitting.

I've already done a camera facing sitting frame for the Veronian that's 4 pixel height difference, imagine that. If OpenXcom could include a smarter AI (At least for higher difficulties) than the original that would be pretty grand  :P

Let's see if I can list and classify all the different arm sets in order from looking at them now (you said they should match your list/the human animations so here we go):
First: Standing perfectly still facing all the different directions, unarmed, unit's left arm.
Second: The same, except right arm.
Third (the one which were two frames "off"): Looks to me like the unit's Left arm, unarmed, movement animation. As it's a movement animation it should be for a direction - Might be the "northern" one going with the clock-wise fit for the torso order.
Fourth: Which should make this the same except for the right arm.
Fifth: Left arm, NE side-view movement animation (fitting with the clockwise order)
Sixth: Right arm, NE side-view movement animation
Seventh and Eight looks like the Eastern movement animation.
Ninth and Tenth: SE movement animation "front".
Followed by the same for the remaining directions, S: 11, 12, SW: 13, 14, W: 15, 16 and NW: 17 & 18 sets.
Which should make the last arm sets the weapon holding arms. The first set, 19 looks to be holding a one-handed weapon and set 20 is for rifles and other two-handed weapons.

Looks to fit your list perfectly.

Is that correct?

Hmm, when I think about it the only reason the game keeps the sprites chopped up like this is to save room (for what was then very premium space).

There shouldn't be a reason why we couldn't just mash the bodyparts together like in my "work sheets" for OpenXcom and have the game just replace the whole model inbetween movement animations (in effect achieving the same result as the original). Would save a lot of time when making new sprites in the future, dunno about you guys but when making completely new stuff, being able to see the "whole" and compare it to other models at the same time is a lot easier than staring at each individual part in GIMP and keeping track of 260 different layers or have a whole bunch of different files :P

I mean, that way fine for just modifying stuff that's already in the game. Perhaps an option (a txt file flag in the graphics file pack or something) to have the game switch between reading a set of graphics in the two ways to give more leeway. Just a thought.


Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: moriarty on September 22, 2012, 12:20:30 am
looks right to me. don't forget the very last set of arms: the right-arm-firing-a-weapon


 it even makes sense, from a programming-point-of-view... if all unit pck files use the same order, it's much easier to load them, because you only have to define the things once... :)

btw, what program do you use for extracting the sprite images from the pck file? whatever it is, the whole thing is a lot more eye-friendly if you adjust the window so that a multiple of 8 fits into one row ;)
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Leflair on September 22, 2012, 12:25:12 am
PCKVIEW from dashivas mapview, with Save  to get the whole sheet instead of chopped up per frame. Not sure why it unpacks it "out of order" like that.

Once we can insert wholy new species graphics packs, being able to modify the number of frames and the order they load would open up a whole new world. The game already does this when you think about it, because Snakemen and Floaters don't have the same number of animation frames as the Muton/X-Com soldiers. Could even include stuff like transforming enemies when they do some action - which could potentially be linked to another sets of stats or abilities.

Maybe even remove the 8-frame limit if you want to make "smoother" movement animations, and as stated in my previous post edit: Not need to chop the original up in the different limbs.
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: moriarty on September 22, 2012, 11:33:37 am
Maybe even remove the 8-frame limit if you want to make "smoother" movement animations, and as stated in my previous post edit: Not need to chop the original up in the different limbs.

I do see the reasoning behind having arms separate from torso sprite. If you look at a soldier carrying a rifle from the side, the weapon is behind the arm but in front of the torso. you couldn't do this if it was just one sprite. and there are different arms: power suit arms are thicker, sectoid arms are thinner, so you can't just make a weapon graphic that looks like it's behind the arm.

and for the legs, well, when the unit is walking, the legs are changing, but the rest is not. why load a lot of redundant data? :)

actually, I'd vote for going in the opposite direction and detaching the head sprite from the torso sprite. not only could you easily implement soldier's heads that actually look like the inventory image, but zombified units could still look like a regular soldier (just a different head), and if you're into gore, you could implement nasty headshot animations as well... :D
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Leflair on September 22, 2012, 01:53:16 pm
There are ways to get around that problem with the guns, for example if you got a humanoid sprite that doesn't wield weapons at all, or got them built in, or holds them in a way where overlapping aint an issue - as for the walking stuff, the game could simply switch out the models so it's just one (whole) model loaded in each frame, considering we got like 20 years of computer power over the original I don't think it would be much of a data sink  :P

I did propose that the game have a switch for handling it one way or the other, so depending on what kind of asset you want to include it can be a lot less work involved. A bit like setting up a fancy Excel sheet, some extra work up front but you save time in the long run.

e: Ideally all the loading information for the model/frames would be editable in a simple .txt file or similar, so we can set exactly how Y-levels, load-orders of overlapping frames, number of total frames and their order etc should load for each individual folder/sprite.

Maybe it's not possible to go over a certain number of frames for an animation sequence due to how the game works but the other parts would really give some freedom!
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Leflair on September 22, 2012, 04:25:34 pm
Enough talk, more pixels!

East-facing arm set minus "Stationary unarmed":
(https://i.imgur.com/yN9lm.png)
Going for a bit of a jogging feel. Closed fists = Powerful, or so some art book I read said. Hmm, making some close combat boxing animations might be fun  :D

I wonder if the bigger gun will block like half the face one some of diagonal posing models like this one, then again the Veronian got a big third eye on the forehead that should peak up above so it might not be a problem :P
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: luke83 on September 22, 2012, 05:00:32 pm
Looking good , cant wait to see them in game
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Leflair on September 22, 2012, 05:08:52 pm
S Arm movements:
(https://i.imgur.com/vunrJ.png)

Gonna be tricky to get the weapons to line up properly, the Muton sprite is very broad and bulky. I'm trying to keep an eye on where the hands are in relation to each other though, everything else is pretty irrelevant.

E: SE Armo movements done:
(https://i.imgur.com/35xKp.png)
Took a lot of work to get those arms looking decent. Process right now: Do drafts of all the arms and worry about things lining up properly on the big grid later.
Assembling the models to get a good view of how things should look complete helps a lot. Gotta be careful not to have weirdness like arms/hands that should be "behind" the model show up "infront" of the legs and such.
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Leflair on September 23, 2012, 02:48:02 pm
NW arms movements
(https://i.imgur.com/sjNwz.png)

Was a bit worried that some of the hands would overlap the legs before I started gluing on the legs (and not sure how the game handles that when it comes to "overlap priority") which could look wonky if an arm was supposed to be "infront" of the leg while the hand ends up behind the hip or something. Turns out none of the hands did so no worries there.

I've noticed that the game have "complete" arms even when the main body should hide most of them (diagonal facings/side view). Might be smart to fill in with a dark colour "just in case" the arm doesn't link up perfectly with the body as it wouldn't be noticable then. Might help with positioning too...

NE done
(https://i.imgur.com/EgFWs.png)

SW done
(https://i.imgur.com/BHaZo.png)

Because the body hides the arms I chose not to draw the hidden arms, no need to have them pop out if they end up misaligned with the body.

Only 40 frames (West and North) + 8 stills + Picking death animations to go!

Well... that and getting them in game.
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Volutar on September 23, 2012, 04:39:28 pm
There shouldn't be totally hidden arms you know. It looks like they have some sort of T-Rex "pseudo arms". Arm moving on SW and NE looks weird to me, looks like they are waving with forearm only. Like they have non uniform shoulder cramp (left/right movements are non symmetric).
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Leflair on September 23, 2012, 06:31:25 pm
See your point.

How about something like this then?
(https://i.imgur.com/RgHv6.png)

e: Just discovered by a misclick that Paint.net comes with a pixel grid system built in. That should help things along later!
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Volutar on September 23, 2012, 07:56:05 pm
Darken far hand? Don't know. This will be fine in dark environment, but I doubt it will good when bright like desert.
Have you seen your animation in dynamic? As far as I see his left hand is moving weird way, no front-back waving, just some strange circles with diameter of 3 pixels. I don't see any frames when arm is infront. I thought you just haven't finished, but now I see you done this sorta intentionaly.
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Leflair on September 23, 2012, 08:50:08 pm
No, I haven't seen them in motion yet - these are the first drafts. Some will be ok, other will need adjustment. Maybe I could add a little shoulder jostling to reduce some of the static feel (although I don't want it to look spazzy in the other direction).

Did these two in the meanwhile:

(https://i.imgur.com/6Bw1V.png)

(https://i.imgur.com/lxx7l.png)

Here's there's even more of the body blocking the inner arm but I've got a few frames where it juts out a little - can't do much more than that without it look a bit weird though.
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: moriarty on September 23, 2012, 09:11:22 pm
I only just noticed: the fifth frame of the "west" leg movement (as well as the first frame of the "north" leg movement, of course) looks a little... weird. it looks like he's moving his "front" leg outward instead of forward, because the feet are on the same level, when the "front" foot should be "higher" (the direction of movement is away and to the side, after all, so the foot should move approximately 1 pixel up for every 2 pixels to the side.

am I making sense?   ???
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Leflair on September 23, 2012, 09:42:20 pm
Yeah, I've noticed that too a little. The moving foot is actually one pixel below the inner one which creates the "side-stepping" effect. Hard to picture how one of those bug legs would move to their maximum extent at that angle  :P

Would something like this look better? (Might need to slim the leg a little)
(https://i.imgur.com/2yzLa.png) (https://i.imgur.com/vU0EY.png)

Third draft of the sideway arms motions too:
(https://i.imgur.com/FNpIB.png)

Going for more of a "wheel" motion of the outer arm and darkened up the inner arm a little more. This angle is bloody hard to work with using this body type, both the head design, hunchback and legs conspire to make it a headache to look right.
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: moriarty on September 23, 2012, 10:54:17 pm
legs and arms look just about right in this one, I think :)


...I made a quick-and-dirty attempt at an animated gif... something doesn't quite look right with his right leg, seems like it moves "up" too much, compared to the other one. also, there's one rather sharp "drop" of the sprite, resulting from a 3-pixel vertical offset between the last and first frame. also, I think the arm could move "forward" a little more, but maybe that's just me :P
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: luke83 on September 24, 2012, 11:25:55 am
Even with your observations , it still looks awesome  :)
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: moriarty on September 24, 2012, 01:03:50 pm
Even with your observations , it still looks awesome  :)

absolutely. I'm a big fan of that monster :)
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Volutar on September 24, 2012, 05:41:46 pm
Actually no unit should be moving up-down on its own during walk cycle. Up-down movement done programmily, because it includes weapon reposition, which obviously will hang still during walk on the gif above.
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: moriarty on September 24, 2012, 06:10:56 pm
it still makes sense to draw them this way first, so you can see what it will look like once it's being animated by the game.

ah, btw, which parts of the model are being moved up and down by the game? only the torso-and-head part? everything except the legs? everything?
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Leflair on September 24, 2012, 06:26:02 pm
Ah you see, that's ACTUALLY the unarmed combat animation - if you put in a X-Com soldier you can see how he knees the human in the face  :P

(j/k)

That's pretty helpful to visualize what may be "off" indeed!

That's the "unarmed" movement animation - when armed it will have only one set of arms holding the (two-handed) weapon which will only move up and down with the torso, creating a stiffer appearance.

There's a couple of things at work that creates some of those flaws:
I believe I may have accidently copy-pasted the legs/bodies of some of the sprites in that line out-of-synch compared to my drafts (that I keep in another section of my work sheet). There's actually 1 pixel height difference too much between the first 4 frames and the last 4 frames. I never intended that to be an animation test so I rushed it, just to see so that each set of arms lined up with the bodies and didn't block the legs - and to compare them to each other.

For the first draft I also worked on the assumption that the torso's where at a steady height, but from studying the Muton sprites they actually move the torso like so: 0, 0, +1, +2 (or -1, -1, 0, +1) - that goes for the arms and legs as well so I believe the game is juggling a little on purpose to create a greater sense of movement. Or the game itself may be using some inbuilt Y-coordinates to further change how the sprite moves once in game.

I also now noticed that while the torso and arms are doing the Y-dance, the "non-moving" leg ISN'T which creates that "jumpiness" because I copied it wrongly.

Let's see if I can correct it.

Edit:
New draft
(https://i.imgur.com/prMBe.png)

Corrected the 1 pixel left:right height difference.

Modified the rightmost arm a little to show more of it, making the "jump" between it and the frame before it smaller.

Had to elongate the two rightmost legs after correcting for the one and two pixel "drop".

Corrected some minor shading errors on some of the legs.

"Repaired" the fifth leg, making it look thicker.
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Daiky on September 24, 2012, 06:37:22 pm
You could state that all non-animated parts (items/item carrying arms/torso) are programmatically moving up and down during walking.
I used following offset if it helps: const int yoffWalk[8] = {1, 0, -1, 0, 1, 0, -1, 0}; https:// bobbing up and down
Animated parts have this bobbing movement in their animation, so they didn't have to move programatically.
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Volutar on September 24, 2012, 06:40:32 pm
moriarty, torso, hands and weapon sprites being moved up or down when drawn, during walk cycle and when unit sit down (sitting legs spritea are used only for xcom sprites, though could be used for aliens too).

Daiky, Mutons have slightly different offset array :P
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Leflair on September 24, 2012, 07:02:36 pm
Which is why it's such a headache to get everything to line up properly on the final .bmp chart, because you got to keep all that in mind while you can't see the complete sprite - a single pixel off and you got an arm that's hovering in mid air  :P
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Leflair on September 25, 2012, 10:06:56 pm
Ported the changes to the NE movement set and ran into some troubles due to the way things are not entirely mirrored between the opposite sides:
(https://i.imgur.com/6cXhX.png)

I think I caught another thing that made the animation odd, the last four frames up here had very compact legs which I made longer (compare to their counterparts in my previous posts). Olso tried to make the feet closer in level to each other so that the eventual transition between the two Four-sets were smoother.

The transition between the fifth and sixth frames inner legs / the fifth frames little "squat" where it begins moving the outer leg (complete outer leg movement seen in frame 6, 7, 8 and 1). At the same time the inner leg begins pushing a little and so it moves "backwards".

The transition between the inner leg of Frame 4, 5 and 6 aint great either - maybe switch the inner legs of Frame 4 and 5? I think the drop between 5 and 6 is a bit too steep - I'm having trouble getting a good transition from the rather long inner leg movement to a "solid foundation" to begin the outer leg movement on.
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: moriarty on September 27, 2012, 09:11:45 pm
I don't know if it helps at all, but I guess you have to think of the leg movements as two roughly circular motions with a phase shift of .5 - one left is in the "front" position when the other is in the "back" position. actually, "roughly circular" is more like a semicircle sitting on the cut-off part, since the "backwards" motion of the foot happens on solid ground. since you have eight frames, you are more or less forced to have the following foot positions:

0 - frontmost position, on the ground
1 - forward of the middle, on the ground
2 - middle position, on the ground
3 - back of the middle, on the ground
4 - backmost position, on the ground
5 - back of the middle, halfway in the air
6 - middle position, highest in the air
7 - front of the middle, halfway in the air

for design reasons, I guess it would make sense to take the foot slightly off the ground in frames 0 and 4, because otherwise it would be "on the ground" too long.

of course, the "on the ground" position for the inner leg is higher than for the outer leg.
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Leflair on September 28, 2012, 08:08:50 pm
Hmm, that makes some sense yes.

Remember here, frame 0 is not actually frame 0 - I've not yet completed all the "standing still" frames.
The rearmost leg in my first frame here should actually be slightly elevated compared to the static frame, as its movement cycle begin (seen more clearly in Frame 1).
When it's actually moving the figure will also be advancing across tiles - so the second frame is kind of an illusion of movement for the front foot - it's only the upper body "falling forwards" (to go with the physics term  :P) as the Veronian starts walking.

You can try a similar pose/walking stance yourself (helps to mimic by standing on your toes), with the rightmost leg slightly in front of your body and then start going forward - once you hit the ground with the left foot (a long step, say 1 meter) the right foot is already halfway from leaving the ground - which is where the current animation kinda "jumps a step" between frame 4 and 5. In frame 4 the left foot is somewhat too high in the air and in frame 5 it's already in the "back of the middle" position as you say and the right/front foot has already jumped to the equivalent of the back foot in frame 1 (the second frame).
If you get what I mean (we might be meaning the same damn thing ;)).
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: moriarty on September 28, 2012, 10:46:24 pm
actually, for the movement animation you shouldn't care too much about the transition from standing to walking - the unit is usually just standing one moment and walking the next, possibly even in a different direction. the walking animation needs to be a smoothly cycling animation first, and afterwards you can see which frame looks closest to the "standing still" frame and take that as the first movement frame :P

but yes, you are right, and I think we do mean the same thing :)
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Leflair on September 29, 2012, 06:56:35 pm
A bunch of new drafts:

Draft 3
(https://i.imgur.com/wiUEY.png)
Switched places on Frame 4/8 and 5/8. Some minor adjustments to make frame 5's legs long enough to work in Frame 4 after swap.

Draft 4
(https://i.imgur.com/SVPbv.png)
Continued with Draft 3, but switched Frame 4/8 with Frame 3/8. Some minor changes to frame 5/8 to move the rear foot closer to the ground for transition with frame 6/8.

Draft 5
(https://i.imgur.com/HzPVF.png)
Same as Draft 4, but Frame 1/8 got the rear leg further up in the air already.

Draft 6
(https://i.imgur.com/3PgXz.png)
Same as Draft 5, but modifications to Frame 3, 4 and 5/8 legs. Frame 5/8 now has the rear leg touching the ground.

Draft 7
(https://i.imgur.com/GoepA.png)
Same as Draft 6, but Frame 3/8 rear leg is closer and higher relative to the body so there's a more marked difference between it and Frame 4/8.

Draft 8
(https://i.imgur.com/yCwRY.png)
More minor changes compared to Draft 6/7 - Frame 4/8 leg is now slightly more forward to make the movement change greater.

Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Leflair on October 04, 2012, 07:01:04 pm
Been little sleep this week due to a multitude of factors so not much sprite work getting done, but I've been working on this:
(https://i.imgur.com/EUQYt.png)
400% zoom.
The legs for "standing still" frames. Slight touch-ups on the earlier drafts.

After that it's only the death animation remaining before a full sheet* can be assembled.

*Still got to adjust some other walk animations and such, but it would be nice to have a full sheet done first.

Speaking of death animations:
(https://i.imgur.com/YpZkC.png)
Which 3 frames + collapsed body pile would you like? I'm aiming for a rather sudden collapse, but maybe it should be spaced out more... not easy with so few frames!

One little question there is that the body piles are all in one big file together with other units - I'm guessing we can't include those in a download?  ???
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: moriarty on October 04, 2012, 07:45:50 pm
well, the only way to test them in-game would be to replace something anyway. I guess we will have to petition for the devs to externalize the graphics - aka allowing loading of graphics from other files... but that's obviously not top priority for now.

for now, maybe we can find someone with mad programming skillz to build some kind of "unit inserter" that automatically replaces units in the pck files, from external images provided in a zip file?
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Bomb Bloke on October 05, 2012, 05:59:18 pm
Two files for corpses - FloorOb and BigObs. I'm not strictly sure whether you're wanting to replace sprites or simply tack the new ones onto the end, but either way a patcher can be written to apply single sprites to those two archives so users don't need to deal with it manually. A new corpse object would need to be defined in ObData.dat as well if you want to actually add a new item for them though... And don't get me started on the string tables and UFOpedia side of things...

If it helps, I can generate code to automagically turn your sprite sheet into individual images, or even directly into game files. I'd need a copy of the sprite sheet and info as to exactly what results you wanted.

Must say I'm a fan of the chest-explosion style of death.
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Leflair on October 05, 2012, 08:23:45 pm
Good to know, but it's gonna be awhile before I got a sheet that's export-worthy, maybe I can get started this weekend if time allows.

Seeing as OpenXCom doesn't properly support modular graphic packs yet we are not exactly in a rush (pixel art is so relaxing  :P).
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Leflair on October 25, 2012, 09:17:48 pm
So, been busy with moving (And will be for another couple of weeks probably) but I've gotten started on some grid stuff

Primarily, the torso placement:
(https://i.imgur.com/artWj.png)

The important bits:
I believe this is the most important to get right, as it will show up in every single other movement frame the game puts together for the various body parts.
There are a frame for each arm/leg movement for each direction, but the torso stays the same (moves with the Y-axis position).

So, the bottom of the body needs to mesh up with the leg placement (which one of the 4 positions though? The Y-movement should take care of the rest from there...)

The torso need to be in a center position so both arms match up - will need some checking just to get the arm frames right in terms of placement.

Wish I had a couple of spare days just to sit down with this and nothing else - pixel hunting needs the right, romantic, mood  :P
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Warboy1982 on November 01, 2012, 05:13:18 pm
i'm really looking forward to seeing a finished product here, so i can include it. if you'd like, i can try to haxxor in what you've got as an armour type for your soldiers that causes the game to shift gears to "iceberg" when walking, if that would help? hell i could set up a "press any key to continue" type scenario for each frame, i know that'd help (i found setting a breakpoint in the code for each frame update helped me out IMMENSELY when fiddling with the muton/snakeman drawing routines)

this could even be a function of the debug mode or something, "sprite developer mode"

also, have you thought about what terror units these guys might bring along?
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Leflair on November 02, 2012, 07:54:08 am
Check out the first page (and scroll down) to get an idea of terror units.

I've been busy with my move but hopefully I'll muster up some more sprite-time this weekend.

If you want to mess around I can upload the whole work-sheet which includes all the bits, just not on the game grid layout yet.
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Volutar on November 02, 2012, 08:57:36 am
Warboy1982, there's no need to set a breakpoints to figure out sprite positioning. All this pixel-precise data has been reversed and given to pmprog and Daiky quite a long time ago.
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Warboy1982 on November 02, 2012, 09:48:13 am
Quote
All this pixel-precise data has been reversed and given to pmprog and Daiky quite a long time ago.

i'm not either of those people.

besides, i'll trust what i can see in front of me over numbers i got from someone else every time :P
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Leflair on November 04, 2012, 04:57:04 pm
Well, here's the first draft of the full sheet:

(https://i.imgur.com/Bqypx.png)

Note that I've just thrown all the pieces up in the corresponding spots, with the bare minimum attention paid to positioning. Expect quite some wonky behaviour if put together. Speaking of that, who was it that had a good handle on splicin' and dicin' the x-com sheets (and putting them back together)?

Getting little animations of the various angles and movements would make it a great deal easier to figure out final adjustments.

Grab the .pdn version here (https://www.mediafire.com/?57jbjx1qg70dnxg)
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Leflair on July 31, 2021, 07:46:37 pm
Time to raise this thread from the grave with unholy necromancy.

(https://i.imgur.com/rI4sK51.gif)

(https://i.imgur.com/eHunkcG.png)

(https://imgur.com/MUdBLt4.gif)

(https://i.imgur.com/OQ0yE5U.gif)

I had to grow this whole beard out first.



It only took like 9 years, but my little alien pack is finally done.

Without further ado, I bring you:

(https://i.imgur.com/nuKOnyp.png)

The Veronian mod pack - Leflair # Version 1.0
Requires: OXCE, tested to work with version 7.0+
 Mod.io download link (https://openxcom.mod.io/veronian-alien-addon)
 Download Link (https://drive.google.com/file/d/1msC24UbO-0wd7D_36FnsqQYTaniMRZCD/view?usp=sharing)

Special thanks to:
Bohemonds excellent Unit Sprite Studio for making this manageable.
Buschers help with playtesting and balancing.
The Martian for the Battlesprite of the Viracoid (based of the UFO Defense concept art).
And the rest of the openxcom community for all the coding and spriting tricks I've found by looking around.


This species pack is a standalone submod that introduces the Veronians.

(https://imgur.com/iarYRfI.png)

These biomechanial aliens are the  workaholic team players of the Alien invasion. The Support player that happily buries their teammates under a mountain of free ammo packs in that online FPS.
They may appear cold, indifferent or even threatening, but inside their hard shells live a goey mass of tang that only wants to be best buds with everyone... but you, filthy human!

The Veronian menace are introduced with their own weapons and terror units as a primarily mid-to-late game species, but have a low % chance of appearing teamed up with various other aliens - providing new unique challenges for the veteran X-Com player.

The intention is for these guys to be challenging opponents in themselves, and provide new threats. But they should still fit in with other Aliens.


(https://imgur.com/nCg2iAM.png)

A step or two (or three) above Snakemen in capabilities, they have tough frontal armor, but less health than Mutons.

As for their method of combat, well it´s a spoiler:

They are meant to provide a different type of threat than the Mutons, they will only rarely kill your soldiers outright, instead bypassing or damaging your armor and slowly chipping away at your soldiers ability to fight.
Some of them, especially at high tech tiers, have the ability to Turn your soldiers against you! But not by means of psi... for the specifics, there´s further spoilers down below.

They have a couple of weaknesses, and tactics that should work well against pure Veronian lists... which is why I´ve also added some mixed late game lists! Very spicy.

This mod packs consists of (spoilers for special abilities and weapons):

-A full set of the new Veronian alien species.
Soldier, Medic (Stun), Engineer (heavy weapons/grenadiers), Navigator (sharpshooters), Leaders and Commanders.

(https://imgur.com/6uNlFmN.png)(https://imgur.com/utt68Vu.png)

-Each rank has their own color coded sprite sets (Purple, Green, Brown, Black, Blue and Red respectively) with slight detail differences for the higher ranks.

-Three new Veronian alien guns and a grenade with new visuals and sound effects.

(https://imgur.com/xl7s2rh.png)

The Veronian guns are effective against armor and draining, but do little direct health damage. The Disruptors do laser type damage.

Tactics: As these weapons are unlikely to kill in one shot, but cripples (freezes/stuns/panics) the target, using sacrificial decoys may work well.

You can research and unlock these guns for use, and you can unlock a new X-COM Disruptor tech, which allows you to research the X-Com Disruptor Gun and a manufacturing topic. Note, this requires both alien disruptor research (the heavy variant will unlock the XCOM research topic) as well as elerium and alloy research.

-The X-Com Disruptor Gun is effective both against and past armor, does little direct health damage but cripples the target. Good for helping you capture enemies. For balance it´s expensive, single shot (with heavy drop off to accuracy), aimed shot only (so no reaction fire and 55% TU cost) and relies on captured Veronian power cells (it can use both types).


-The Viracoid terror unit, a ranged variant of the Silacoid, based on the unused Concept Art "Glowing Silacoid" sprite sets (battlesprite set provided by the Martian). The Viracoid acts as a "blocking" unit.

(https://imgur.com/SgmoiQK.png)
(https://imgur.com/KfJanMH.png)

-A Viracoid weapon
spit, launching a arcing Area of Effect acid-type globule that like the Veronian guns, do little direct damage but all kinds of crippling status effects.

-The Turned Ones, a terror unit for the Veronians.
These former humans have been turned by
the fearsome Veronian Conversion Beam, an alternate ranged attack that their high ranking and specialist units use (Depending on tech level).

(https://imgur.com/OK1AoqH.png)

-The Conversion Beam Cell can be used by any Veronian gun, and has a chance of turning any target they hit into a Turned One, lobotomizing and genetically altering the victim on the spot - turning them into an alien puppet!

(https://imgur.com/tLfwGTJ.png)
Do the Veronians intend to turn all of mankind into pasty smurfs, or aggressive teletubbies? Yes, yes they do.

-The Turned Ones are tough melee enemies, who´s attack both drain their targets (locking them in place) and has a chance of also turning their victims into another Turned One! They are slightly faster and healthier than chryssalid Zombies (but do not spawn anything on death).
-The Veronians have a special raceList with the Turned Ones mixed into a lot of lower slots, for early-mid game Abduction and Research missions primarily. While Turned Ones go down easily enough to more Advanced X-Com weapons, early game they may prove quite threatening.

-Ufopaedia and autopsy articles for the new aliens and weapons.
-Research integration: With commander, leader, navigator etc unlocks as usual for aliens.
-Campaign integration included, with several different racelists including some mixed ones.
 
Basic Veronians will appear in the early months, but the full list only later (with a very small % chance of later Veronian lists popping up early to keep that nice element of "That´s X-Com!").
Veronians will also happily team up with other alien species fairly often (5-10% chance early months), depending on the mission type. They may even build a base together! Who knows what commander you´ll find in such a base, could prove fruitful? 
After month 7 and 9, a more dangerous Mixed Veronian lists may appear with Ethereal leadership present in small quantities, along with some Muton muscle and mechanized forces.
Veronians least favorite mission is the infiltration type (not being very social), so they have lower chance of appearing there.


Here´s a little run down briefing on the Veronians and their lore, hard to fit in the ufopaedia and its fun to have some background to the weird purple aliens you´ll be shooting at/get shot by.

Cranking up my best Comicbook-Straightfaced-Concerned-but-possibly-crazy Scientist persona for this one.

The Veronians:
The Veronians possess tough biomechanical bodies, with precise movements and seemingly fearless behavious at first categorized them as a new combat class alien.
However, upon further analysis of the living specimen we can conclude that they are more of a semi-biological machine, with the bodies made or or grown from an alien silicate-alloy, acting as a exoskeleton for the viscous silicate-ethane Veronian lifeform inside.
We have not been able to determine if this techno-organic exo-skeleton grows naturally from the Veronian life-form, or is produced by some other means. We can determine a number of embedded cybernetic modules and implants, differing from caste to caste or even individual Veronian. 
While speculative, their precision, focus and affinity for the alien technology, especially their spacecraft, mean the Veronians have some form of engineering or production focused role within the Alien Empire.
Their combat presence in raids, and structured organisation with unique weapon technology hint at some further purpose and origins apart from that of other alien species encountered.
They are fully combat capable, if poor melee fighters, and are sent on preprogrammed abduction missions. They make for poor infiltrators, providing only a support role during such missions.
Veronians are highly resistant to psi-attacks, but incapable of carrying them out. Its possible that their lack of a central brain make them incompatible with at least human forms of psionics. 
The Alien leadership appear ot have some means of control, possibly implanted or a specific weakness that allows the Veronians to be commanded. Disturbingly, it is also possible that they are cooperating as allies with the other Aliens and are not under direct control.
In the field, the Veronians most commonly follow their own command structure, with clear color coded ranks and functions. Their higher ranking members appear to possess slightly greater capabilities.
It appears unlikely that Veronians care about honour or ranks other than as a function of their organisation. Integrated with other aliens, or using Turned Humans, the Veronians treat all allies in the same calculating manner.
They show no willingness to communicate with us and indeed, have no direct biological means of doing so aside for writing or possibly sign language.
The Veronians high intelligence, complete lack of empathy for humans and high degree of integration with the Alien designs for Earth means they must be destroyed wherever encountered."

The Veronian arsenal differ from that of the other alien forces encountered. Armed with Phased Disintegrator beam weaponry, more akin to emitted lasers than plasma particles, with less of a focus on direct damage or destruction hints that the Veronians approach to battle and tactics is also different.
Veronians can be encountered on any form of mission, although they seem less interested, or capable off, infiltration missions.
When carrying out research, harvest or abduction missions, the Veronians combine swift raids with a focus on controlling the battlefield. Ensuring no civilians escape the mission area before closing the net.
The Veronian missions appear mostly focused on capturing large quantities of humans, taking hundreds or even thousands with them. How they manage this considering the limited size of even the largest alien craft can only have unpleasant answers.
They also appear to provide most of the labor and technical expertise for swiftly constructing and assembling the many alien bases. It is possible that they have one or several manufacturing plants or craft nearby that assist the alien campaign.
When threatened, Veronians will organise counterattacks, designed at neutralizing whatever they consider a threat. For this purpose, they will amass not only their greatest weapons and soldiers, but also employ allied forces.
Combined with Aliens with other capabilities, the Veronian presence could prove a significant problem to our forces.

The Viracoid
The Viracoid are a variant or possibly an advancement of the Silacoid lifeform, a living mass of muscles and redundant organs protecting a biogenerator at its silicon core.
Veronian bioliquid is present throughout the Viracoid, giving it added resilience, intelligence and possibly facilitating communication with its more humanoid kin.   
Produced as a living bioweapon, the Viracoid is extremely hard to kill or cripple and is resistant against most forms of damage. Only overwhelming firepower can render it inert.
Its primary means of attack is discharing large viral globules at surprisingly long range and with a decent area of effect.
The Viracoid attack globule consists of an exterior biomatter wall that breaks down on contact, releasing a hot blast of alien neurotoxic viral load to anything within its vicinity.
The viruses within this mixture have been engineered to attack both matter and biological targets, breaking down armor and dead matter as swiftly as molecular acid. We suspect this ability can be modified by the Aliens, either between missions or even in the field.
Against human victims the viruses attack the nervous system, primarily the brain and spinal cord, causing crippling neural damage.
Victims muscles convulse with crippling strength, eventually paralyzing the motorfunctions or send them into a coma, from which only the most advanced technology can hope to revive them.
It is believed that this attack primary purpose is for capturing large numbers humans for abductions. This fits the pattern of Veronian armament capabilities and focus, even if the means differ.
A common side effect to exposure is a state of neural shock with unpredictable mental consequences, with long term permanent psychological trauma, memory loss or even brain deterioration as a result.
The Viracoid hardiness means that the enemy can air drop hundreds of these from any of their craft, to quickly subdue an entire town or city centre population of people.

The Turned Ones
The Turned Ones hint at the Veronians part of the aliens masterplan for mankind. The Turned Ones are originally human victims exposed to Veronian conversion beams, suffering permanent mental and physiological changes brought on by rapid mutation.
These changes appear the be preprogrammed, as each Turned One are eerily similar in both external and interior appearance, only traces of their original DNA allowing us to track down who they used to be. Any resemblanceto their original appearance is minor at best. 
Intentional neural damage has made the Turned less susceptible to feeling pain, steroid and adrenalin changes in the body have significantly strengthened them.
We suspect that the Aliens can produce a effective grunt soldier with this method in a very short timespan.
Memories and personality are erased or altered, making the victim susceptible to alien command and mental domination.
Those Turned that are brought back to an Alien base are further modified genetically with retroviruses, steroids and alien-cybernetic implants or organs, for specific purposes. 
Earlier samples captured indicate a less precise turning process, brute forcing and leaving the Turned damaged permanently and less capable as a result from the process.
Later samples show frighting advances, both in advances to the beam conversion changes, and physiological modification. The Aliens may have been experimenting with hundreds of abductees over decades to perfect this method.
Short of manpower, we suspect the Aliens are using thousands of abducted and Turned humans for simple labor, combat and even food resources.
While capable of acting with unflinching aggression when commanded, the Turned are otherwise emotional nulls, lobotomized by the conversion process and no longer respondant to human interaction.
Left alone they passively stand waiting for new commands from their alien masters."

The corpses of the Turned are obviously human in origin, yet display several physiological changes. Hardened skin, engorged musculature, slowed metabolism and enlargened pupils.
Their brain matter display permanent changes in structure compared to a normal human brain, with several areas associated with memory and emotions appearing shrivelled and decayed.
The result of human exposure to alien nerve disruption technology, these internal alterations significantly shorten the Turned humans lifespan and like most aliens encountered, are rendered sterile."

Reports of abductions across the globe and evidence from the field suggest that the Veronians are now turning thousands of humans with their conversion weapons, altering their minds and mutating their bodies to suit the purposes of their alien masters.
Aboard alien craft and bases, the Turned appear to serve both in a simple labor capacity and even more disturbingly, serve as walking emergency rations for other aliens.
These observations hint at the Aliens true intentions for humanity, and should they be able to scale up this process, entire cities could fall."




Reusing this mod or assets:
You may include, mix or modify it for your own mods as you please (just write a mention in the credits or something).
I´ve modified the zombie and Viracoid attack sprites and some particle effects, but unsure about their original source/creator.
The more X-Com the merrier is the way I like it.

Feedback:
Balancing and bug hunting is hard on my own, so if you have bug reports or balancing feedback, post them to the thread and I'll take a look at it as soon as possible. Possibly even faster than 9 years!


Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: robin on August 04, 2021, 12:01:03 am
nice! 8)
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Leflair on August 04, 2021, 01:22:40 pm
A fellow fan!  :D

Note the color matching of the leader/commander ranks.
Title: Re: The Leflair Sprite Sweatshop, Voxels need not apply
Post by: Leflair on August 09, 2021, 06:33:19 pm
Version 1.0B released, corrected a small format error in the code for corpseGeo that could cause a "bad conversion" error (corpseGeo do not use dashes like corpseBattle).