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Messages - SeanEBlog

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1
Resources / Re: More weapon graphics (Attributed Use Policy)
« on: June 16, 2014, 10:55:23 am »
I don't like to double post without substance, but I have added an Attributed Use Policy.

Sorry for being inactive.

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Released Mods / Re: [WEAPON] alloy ammo
« on: November 07, 2013, 12:27:59 am »
I've notice that this is a similar concept to some graphics I made for alien alloy Terran weaponry, I didn't think of them using alloy ammunition though.

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Work In Progress / Re: Battlescape control panel
« on: August 12, 2013, 03:30:49 am »
First sorry for the late reply.

I don't understand what you mean by flush :S.
you are talking about a tooltip? a little text to say what the button is for? i presume you are referring the GUI buttons not the mouse buttons. Otherwise the mouse button "left" to activate/select, "right" to cancel

Sorry for the super late reply. I had to move, took super long.

When I said mouse buttons, I meant that literally. Of course it would act as a tool tip for the GUI buttons, but it would also explain what actions pressing mouse buttons would take.

For example:
-Left, Fire. Ctrl+left, Force Fire. Right cancel.
-Left, Move. Shift+Left Strife or run. Right, turn in place.

I'm sure the favor text would be more flavorful than that but yeah.

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Suggestions / Re: Achievements
« on: July 06, 2013, 11:36:14 am »
-Risky Industry.
Have monthly running costs that are 2 million dollars greater than your monthly income.

Seriously, I've gotten game overs because of that.

5
a fighter plane is basically an aerodynamically shaped engine, with every free space being stuffed with avionics, fuel etc. no space wasted.

Tell me, where exactly is the fuel on the Skyranger located? And which vehicle is capable of staying in the air longer?

Also, still need to know the rules that I have to follow in order to make this.

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One of the fun things about XcomUtil is that it gave solider capacity to all five craft. But it had to work with the graphics that already existed. The interceptor's map block was just a stubby skyranger with a secondary engine group under the wings. I've lately been wanting to try hand at making detailed isometric graphics and I'm looking at making an actual map block for the interceptor but I'm going to want some more information before undertaking such a task.

-First of all, I don't know any of the rules I have to follow to make a functional map block.
-I want this map block to reasonably match the graphic used on the UFOpedia entry.
-I've always wanted to justify soldiers on the interceptor by cramming them into the craft's internal maintenance bay, which is placed between the engines for easy access to internal mechanisms or whatever.
-I've gone ahead and map a rough tile map using the UFOpedia graphic.

It looks like the interceptor is going to have an area of 10x7. And unlike the skyranger, it looks like the Interceptor going to need a unique tile for each and every top piece. Assuming I don't botch the initial silhouette, I think it's going to need 40 of them.
-I have considered giving the interceptor a ramp. However, I've noticed that one of the plates on top of the interceptor looks like a hatch.  So instead, I've decided that interceptor so have an elevator tile and that soldiers should egress the interceptor as depicted in the animated intro of the game. (The elevator also connects to the ground so they can come back in.)
-The "maintenance bay" I have in mind is one column of 4 tiles, and therefore can't hold a tank.

Any thoughts on the subject?

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Work In Progress / Re: Battlescape control panel
« on: June 12, 2013, 10:30:31 am »


doesn't take a ridiculous amout of code adjustment.

Hey, you know what could be used the make that new display flush? A text bar with a large colorful font, which would inform the player what the mouse buttons would currently do if clicked.

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Work In Progress / Re: Battlescape control panel
« on: June 11, 2013, 11:02:03 am »
about the negative space slashes: perhaps they are a little bit too subtle now. maybe the "free ends" should still be visible? some kind of "inversion", where the part on black background turns beige, and the part on the beige background black?

How about this?

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Work In Progress / Re: Battlescape control panel
« on: June 11, 2013, 09:53:10 am »
I wanted to see the white slashes replaced with negative space ones. Does it look better?

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Suggestions / Re: squishy exploding power sources in battlescape
« on: June 01, 2013, 03:45:50 am »
This would make supple ship smash and grab missions more interesting...

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Suggestions / Re: Clip ammo checking. (whoops)
« on: May 31, 2013, 12:56:43 pm »
the way you did it is probably the cleanest way. (dropping the partially loaded remaining clip, that is)



as for the other part of the thread's topic: changing Elerium to be an ammo-like item would totally make sense to me. it is treated like fuel for in-game purposes like refueling advanced XCom craft, but comes only in chunks of 50 off the battlefield. when manufacturing, you have stuff that uses 1 unit of elerium per unit manufactured.

a change that turns battlescape Elerium into a "container" which holds a maximum of 50 units would also add variety to UFO crash sites: the explosion of a crashed UFO's power source should be scaled according to how much Elerium was left in it when it blew. If you hunted a UFO across half the globe before shooting it down, you might end up with a far less damaged crashsite.

of course, this could create balancing issues, because you will receive less elerium per power source - but I don't know if that's a bad thing. Elerium shortage could add some late-game fun, when you suddenly have to resort to more conventional technology.

I'd say this is worth a try. Is there anybody who could program the necessary changes as an optional game mechanic?

Don't forget that I also suggested that certain aliens would also spawn elerium containers on death.

12
Resources / Re: More weapon graphics
« on: May 31, 2013, 02:54:40 am »
I've made changes to the alloy series based off input.


I'll have to look into making a laser weapons series, I wasn't expecting the design of the replacement laser pistol to be so popular. Because quite frankly, I just based it off the laser cannon.


Oh quick question, how hard would it be to implement dynamic inventory sprites?

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Suggestions / Re: Clip ammo checking.
« on: May 27, 2013, 11:36:12 pm »
Yeah, turns out what I wanted was already in the game. I was still playing with the habit of using as few soldiers as possible to preserve ammo.

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Suggestions / Clip ammo checking. (Now the variable elerium thread)
« on: May 26, 2013, 01:06:07 pm »
One thing I feel that urks me is that perfectly good bullets are discarded after a battle because they are no longer part of a full clip. Could we add in a system that adds up all remaining rounds of ammo returns an appropriate number of clips back after battle? Or takes the ammo from partially depleted clips and adds them to a third item type group "stray rounds", which can be manufactured back into clips at a later time.

I think the such a system could be used to add some variability to how game handles elerium as well. Instead of each elerium unit being multiplied by 50 at the end of each round, each elerium unit could be a "clip" type item with an amount of actual elerium inside, a amount which is influenced by appropriate factors, such as ship type and time spent flying around, and a random plus or minus factor.

Also, this system would also allow aliens such as floaters and cyberdisks to carry (or spawn on death) units of elerium, as it makes sense that their bodies contain small amounts of elerium.

15
Resources / More weapon graphics (Attributed Use Policy)
« on: May 23, 2013, 02:25:31 pm »
One design I felt didn't get enough love was the laser pistol. So I went ahead and it's design into made alloy weapon series.
Original

Updated


UFOpedia entries.

Alloy Pistol
Alien Alloys have already proven useful in improving Earth based technologies. This alloy pistol, is faster, lighter, and easier to aim over the standard issue counterpart, all while using the same ammunition as well.

Alloy Rifle
Alien Alloys have been applied to our standard rifle as well. Along with reduced weight and improved handling, this rifle has also been fitted with a more powerful laser sight, which is typically deemed impractical for weapons this size.

Heavy Alloy
Alien Alloys have vastly redesigned the heavy cannon, making it a much more practical weapon. Because the motorized feed system has been removed entirely, a special feeding ramp is used to ensure compatibility with existing ammunition belts.

Auto-Alloy
The advantages of Alien Alloys have been applied to our Auto-Cannon weapon system, eliminating the need for multiple barrels to protect the weapon from itself. More advanced anti-recoil mechanisms have added as well.

Alloy-Launcher
Constructing the Rocket-Launcher with Alien Alloys has made it lighter than the rockets it fires.

And as a catch-all, I've have made an alternate design of the laser pistol as well.

Guess what it's based it off of.

UPDATE: Because it's highly unlikely that I'll actually code a mod for OpenXCom, you may use the graphics I've made (the Alloy Rifle, the Heavy Alloy, the Auto-Alloy, the Alloy-Launcher and the Replacement Laser Pistol) as long as you attribute me. You do not have to use or define these weapons as I have in your mod, you may say they are what you need them to be.

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