aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - EryliaStarheart

Pages: [1] 2
1
Offtopic / This needs to be ripped for sprites ASAP.
« on: June 11, 2021, 05:50:20 pm »
https://store.steampowered.com/app/1590760/Metal_Slug_Tactics/

They finally caught up to the spritework in the original, and seeing it in isometry is a hoot.

2
XPiratez / Re: [MAIN] XPiratez - L7 04-Mar-2021 Lucky Seven
« on: March 12, 2021, 07:46:04 pm »
Fair enough, Dioxine, it's your project. I'm open to suggestions for an armor (preferably full body) or visually distinct monster, then. Got enough scavenged assets and ability to tweak them to whip out a decent custom-animated model of just about anything, so feel free to hit me with an idea or concept.

3
XPiratez / Re: [MAIN] XPiratez - L7 04-Mar-2021 Lucky Seven
« on: March 08, 2021, 08:34:11 pm »
Here's an attempt to replace black outline with grayscale gradient, which is more consistent with overall graphic style but muddier. High contrast is needed for largely monochrome objects to stand out, and of course there's the issue of indexed palette not really allowing for much finesse.

And I'm certainly not applying to any company, I'm trying to contribute to a mod that has amateur production value by definition. It's understandable how this can be a sore sight for actual commercial developer, though, so kudos for not compromising on standards.

4
XPiratez / Re: [MAIN] XPiratez - L7 04-Mar-2021 Lucky Seven
« on: March 08, 2021, 01:23:09 am »
Thanks for the new release, awesome work all around.

Been wondering what happened to the suit assets I submitted awhile ago, though: https://openxcom.org/forum/index.php/topic,5821.705.html

Certainly spent more time on it than the Skullstrider. If it's not suitable for some reason, I'm willing to adjust anything.

5
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: January 17, 2021, 02:16:05 am »
Well, all assets for this armor suit ready for implementation as you see fit. Another option for the name would be something cheesy related to its skeletal appearance, i.e. "Bonestorm".

6
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: January 05, 2021, 05:16:04 pm »
Almost done with this thing, just the corpse sprite remains. Can still change things if requested. "Man o' War" name likewise provisional.

"Every galactic empire has to begin somewhere. All of the intimidation factor of a faceless elite stormtrooper, none of the budget cuts or vulnerability to pesky protagonists."

7
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: December 22, 2020, 07:15:56 am »
I agree that this doesn't suit the look of the game very well, however, if anything, mutons on the grass have the exact opposite problem. If they had an outline, things would be different. In XPiratez, some units with muted palettes and sprites adapted from CG or claymation (which means more gradients than crisp lines) like bloodhounds have a similar issue of visual clarity that can be quite irritating. I'd say outlines don't look too artificial if the actual unit has the same color on the inside. Will try to mask their presence as much as I can, considered quite a few tricks for that; the entire armor is supposed to be in a darker color scheme anyway, which I'll adjust once done with the detail.

8
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: December 21, 2020, 08:51:00 pm »
More updates on the WIP. Decided to strap huge honking engines in the shoulders and otherwise make the suit sleek and aerodynamic. Basically all done except misc images. Still might do a recolor.

Probably should be an SS suit, less armor than Testudo but shields and mobility - seen quite a few complaints from people that men don't have useful options in the endgame. Of course, I'm leaving actual balance to the coders; feel free to implement the model however you like.

Still looking for a name. Not necessarily "Skull-something", but I'd like all my suits to have a consistent theme in look and naming.

9
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: December 17, 2020, 06:13:20 pm »
I'm not gone anywhere and am in fact doing another armor. The previously posted one is postponed due to leg animations coming out wonky, this one has walk cycle fully operational and arms almost done (not in picture yet) so likely to be finished first. Concept basically includes Doc Ock style back-mounted servos with either weapons or blades and visible cabling to helmet to allow for neuralink teleoperation. Also considered shoulder cannons, massive jetpack, or any other back-mounted gear, as well as recoloring it red/black to match Skullstrider (aiming to make a cohesive line of endgame-viable suits for various soldier types, eventually). Can adjust as requested, based on what soldier type, stat loadout or gimmick the devs consider the basic shape most appropriate for.

10
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: November 18, 2020, 02:45:10 am »
Quote
I don't dream up enemies which I cannot produce

Animation is a bitch, but sometimes frame-saving measures, particularly on arms and legs, can result in actual interesting enemy designs. For instance, there's a possibility for assorted high ranking folks on small hovering devices (Punks on hoverboards, Church leaders on floating dais, Guild bosses in flying executive chairs), as well as creatures whose movement frames involve burrowing (small stone vibration animation copypasted for all directions, body only drawn on "legs stand still" frames), or moving a dimensional portal around. I can whip out a few concepts or take requests once I'm done with this thing. Can't promise to become a constant contributor due to life circumstances, but I will try to send more stuff as I'm very interested in the progress of this mod and glad to see a framework modular enough to accept contributions. Just need to figure out how to split/reassemble four tile units without it being a huge pain in the ass - I tried to fix up the limp in the mech suit unit (the yellow one) and messed up.

For anyone else reading this topic: You've heard the man, he needs any potential skills you might have. Pixel art isn't hard, literally anyone can make something worth of contribution. Take a sprite sheet for the troublesome parts such as legs from another game, the bulk of the model is in the torso. Here's what I'm doing right now:

11
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: November 15, 2020, 06:42:12 pm »
Understandable. Alright then, hope you figure out a place for a space wizard (probably bug or peasant) power armor because that's coming along fairly well ;-)

And as of enemies, I've been wondering what do you consider in need of update the most. I'd say the Star Gods themselves are pretty barren asset-wise. I get that their schtick is being ascetic and outwardly unimposing, but there are ample good quality sprites of menacing hood-and-cloak figures out there and I can fairly easily rework them into something consistent with but distinct from default ethereal.

12
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: November 13, 2020, 06:46:12 am »
There, fixed the requested parts. Seemingly done with this one - but feel free to contact if you feel adjustments are needed, or change the sprites yourself as you wish. I'll contribute more stuff as time permits; how about a heavy HK enemy bot that's supposed to be research prerequisite to this thing? Also got ideas for more exotic armor for rare soldier types. For example, bugeye suit inspired by protoss zealot / covenant elite / turian armor from ME.

13
XPiratez / Re: Xpiratez High resolution for Cutscenes and most of Ufopaedia
« on: November 12, 2020, 08:01:52 pm »
That being said, if Bootypedia is reworked, I'd really like to see some more consistency in artwork. Around 70% of Bootypedia is RIGHTFULLY PLUNDERED comic/anime artwork which works really well together, but there are obvious standouts. I'm compiling a tentative list of what might need replacement and suggestions for substitutes, with the emphasis being on:

1) 3d renders of people. Many look plastic, though obviously Gudrun's looks need to be preserved as she's the only named character not represented by appearance from other media. Dioxine, you're right in that adequate cel shading/line/anisotropy/median filter can possibly help bring these pictures in line with the others, I'll see what can be done.

2) A few really basic line drawings not comparable in quality to other art.

3) Illustrations not really relevant to the subject matter of the article.

Will present my suggestions once done with the armor I'm making and life stuff.

14
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: November 11, 2020, 07:06:20 am »
In retrospect, I think I -can- make the goofy eyes work.

Going to do the corpse item now. Once I'm done with everything, will send the entire package with updates.

15
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: November 09, 2020, 03:19:36 am »
Here's the Skull Strider (Feel free to name it whatever) animation sheet. Tested, no real visual artifacts. As this was based on a Lokk armor, it uses the close-to-ground weapon positioning. Will do the misc. images soon. Still not sure where does this fit on a tech tree, maybe based on a heavy Technocracy bot. Would be easy to make an enemy version by replacing the main body with something more conventional that looks like Gort.

Pedia text should probably address the looks. Something like "FITTING THIS ARMORED BEHEMOTH INTO AN INFANTRY TRANSPORT REQUIRED COMPROMISES ON HUMANOID FEATURES SUCH AS AN ACTUAL HEAD. LOKK'NAAR PILOTS INSISTED IT STILL NEEDED AN INTIMIDATING FACE, SO WE DID WHAT WE COULD." Again, just suggestions.

Got a lot of sprite materials to work with to make more armors for other soldier types, probably with matching skeletal/pirate regalia look but different and unconventional roles. After a tanky Lokk, how about a support Syn, firepower peasant or speedy SS? Might take a stab at a vehicle, if I could figure a nice way to split it into tiles and back without much room for error.

Pages: [1] 2