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Messages - Lagi

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Suggestions / Re: more direction for dead animation
« on: March 02, 2018, 02:19:20 am »
i do this one, right facing
I can not adjust the pallet for the one acceptable by PCKview. Somebody can tell me / link how to do make sprites in Xcom?
i spend more time fighting with colors in paint.net and PCKview than drawing this sectoids.

edit:

i figure it out - install GIMP  :P [ i open 1x exported from PCK sprite in gimp, add empty layer, paste my picture, export to bmp]
it work in game (check 1 sprite, hope rest work as well), its correctly dispaly in PCKview

sectoid all direction done

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Suggestions / Re: more direction for dead animation
« on: February 26, 2018, 05:41:05 pm »
Quote from: Lagi on February 10, 2018, 02:17:57 pm

    Yankes:
    1) then can it be added behavior for each target (besides tanks ;)) to turn around also if it's not lethally hit?
    it would be nice indicator, that your shooting is effective + the dead animation will have purpose.

Yes, probably only limitation is how many new frames you can create.

sorry but, sprites for the turning animation already exist. [turning in case of non-lethal hits]

or do you talking about collapsing die animation? other issue with this idea, there is still 1x corpse floor object.

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OXCE Suggestions Archive / [Suggestion] more indicators with other colors
« on: February 10, 2018, 02:46:36 pm »
Ext+ is awesome. I love that my reserve TU settings is auto- share with each guys!

...to the supplications:

1) there is good marker for wounded soldier (blue box). Can it select wounded soldier?
f.ex. with blue 3 box: i double-press 3 and the wounded guys is selected.

2) when i hold ALT, the gray direction arrows are show.
Can the small arrows be: green - if xcom didnt move yet. orange - if still can snap shoot?
this would greatly reduce the toggling soldiers, to check the current tactical status.

3)stats [(c key) also in the base & after combat stats]- can you recolor the stats name in left column:
TimeUnits, energy,... to Morale - color 1
Reaction, (acc).. to Strenght - color 2
Psionic Str,Skill - color 3
armor - color 4
... or color be similar to the right sliders.

it would be less wearing for my eyes. Maybe you pros now it by heart, only checking slider color. But i searching and reading and comparing with the slider.

4)
can you make mouse slider to cover toggling xcoms in stats and inventory (same as TAB/~)?
mouse scroll work godlike for purchasing - simultaneously scroll list and adjust amount to buy

5)
looking (middle mouse) at sectoid didnt show his doll.

newb question:
6) in inventory panel when i press Q i can write something in label - what for is this function?

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Suggestions / Re: more direction for dead animation
« on: February 10, 2018, 02:17:57 pm »
bulletdesigner: thanks for the trick! I admire my guys walking on slowest speed. However adjusting camera each time to not see your guys distort the game  :o

Yankes:
1) then can it be added behavior for each target (besides tanks ;)) to turn around also if it's not lethally hit?
it would be nice indicator, that your shooting is effective + the dead animation will have purpose.

edit: for xcom's hit, but not kill; could kneel. It make issues ("ohh i dont want my guy to lose TU"!), but would be cool.

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Suggestions / more direction for dead animation
« on: February 08, 2018, 07:38:14 pm »
I try OpenXcom some time ago (when was hype "wow this view port"). UI put me off back then, all those clicking to make one shoot. Recently I discover OpenXcom - enchanter + plus. shoot by "E/2" , press number to target enemy, keysetting is excellent (F inventory,TAB~) - now we talking. I play few mission and two thing jarring me.

1. Dead animation.
every time i kill Sectoid, he turn around to 6 o'clock, and then collapse. Its a big immersive issue, because the killing indicator for me is not the actual collapsing, like in every game, like it should be. I subconsciously waiting for the turning! I look at the gray guy & tell to my self "dance freak!"

i check there is 3 sprites of dead animation. 8 direction = need 4 sets * 3 = 12 sprites. PLUS there are already many puzzle pieces to adjust in graphic program to needed pose.

question is:
if I start making those for Sectoids is there any chance "someone" will be able to put them into game (as mod/option) ?

2. Waiting for soldiers to move to place.
when my soldiers leaving transport at mission-start, or when i'm looking for the last alien on map - there is quite tedious process to move all guys outside. One guys move to mark position, then next, and all -teen Xcoms.

2a.
Can we make it, to allow give next order, while the walking animation is still in the process? If player give command quick enough. Multiple squad-members would walk in the same times - simultaneously. If there is some alien spot, or hidden shot, then the game will stop as normal.

I adjust the animation time to be fastest. But 1. due to my impatient I lose the tension of slower movement during fights, 2. is still not enough :)

2b.
or can we make key shortcut say: shift + mouse click. to put immediately soldier on the click position without animation, without second click confirmation? Kind of placing the figures in starting position in chess. player in single second; click -teen times and 1st turn is done.
 

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Suggestions / Re: UFO Extender accuracy discussion
« on: February 08, 2018, 04:02:32 pm »
I would like very much increase accuracy at short range!

darkestaxe math looks sensible.

Could the formula include obstacles on the Line of Fire?

I would prefer drop of accuracy at the point blank, to give niche for melee attacks. 2 tiles away 95% sounds rad.

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