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Messages - Gifty

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16
Work In Progress / Re: [MOD] From the Apocalypse WIP
« on: February 16, 2015, 12:27:17 am »
I'm unspeakably excited about this.

17
Programming / Re: OpenXcom 1.1
« on: February 15, 2015, 11:54:47 pm »
I don't want to sound flippant or insensitive, but wasn't Volutar banned for this kind of abrasiveness? Did I miss something?

18
Resources / Re: [SPRITES] Gifty's Garage
« on: February 08, 2015, 07:50:33 am »
Yup, I'm working on some handobs for this set. I'm hoping to release a couple of small weapon packs to add some early-game diversity.

19
Resources / Re: [SPRITES] Gifty's Garage
« on: February 08, 2015, 03:35:44 am »
Hey, I'm back! Doing some things, maybe more to come.


20
Open Feedback / Re: The "Please Stop Using 1.0 Discussion"
« on: January 18, 2015, 10:33:48 am »
Hear, hear!

21
Oh, no, as far as I'm aware you're the first one to do it. It was just something I thought should be included.

22
I actually had an idea like this kicking around months ago; my rough list included:

-incendiary grenade
-Robin's extra aliens
-improved handobs
-Luke's extra UFO layouts
-smoke bomb for the small launcher
-some kind of terrain destroying acid gun derived from Celatids (late-game tool for breaching UFO hulls)

23
Work In Progress / Re: [UNFINISHED][ENEMY] Calcium Man/Oculon
« on: January 09, 2015, 12:21:30 am »
Yeah, I liked that guy from the concept art so I wanted to make a full sheet.

24
Work In Progress / [UNFINISHED][ENEMY] Calcium Man/Oculon
« on: January 08, 2015, 06:16:00 am »
Howdy! I've been MIA for a while due to college and Doom modding taking up a lot of my time. Before I left, I was working on a pair of races and made a lot of progress on the sprite sheets. I don't currently have time to finish them myself, but maybe the community is interested. As far as I'm aware, they should be loadable in the skirmish generator, but the graphics weren't all properly arranged or aligned, and will require tweaking. The ruleset is also pretty bare-bones. Here's my progress, with a conceptual description:


Calcium Man (click for download)
Early-game gun-wielding biped; not particularly fast or accurate, but very tough due to a hard white exoskeleton, which resembles terrestrial bone matter. Likely has high AP resistance (comparable to the Cyberdisk), forcing the player to get lasers quickly. No Psi abilities.


Oculon (click for download)
Flying terror unit for the Calcium Men; in short, a Tentaculat with a basic melee attack similar to the Reaper. Agile, but not extraordinarily tough. No Psi abilities.

Hope somebody can make use of these! :)

25
Work In Progress / Re: Higher resolution mod
« on: September 23, 2014, 06:19:32 am »
Just wanted to say that two-paneled base screen looks FANtastic.

26
Offtopic / Re: X-Com Pro-tips!
« on: September 15, 2014, 04:46:53 am »
"Shoot the Cyberdemon until it dies"

27
Released Mods / Re: [SOUND] PlayStation Sound Effects
« on: August 26, 2014, 03:24:38 am »
EXCELLENT!

28
Playthroughs / Re: OpenXcom 1.0 - I lost!
« on: August 20, 2014, 09:51:48 am »
I have to say, losing is my favorite part of 1.0

No, I'm serious!

29
Programming / Re: Ufopaedia screens for Armor and Vehicles
« on: August 19, 2014, 11:23:25 am »
I like this, I never liked how the armor entries just kind of existed in this black void.

30
Offtopic / Re: Are there any girls on this forum?
« on: August 14, 2014, 12:10:27 am »
or they post without making their gender an issue ( in name or post)
and that is fine IMHO

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