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Messages - mikKoi

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31
XPiratez / Re: [Submod] X-Peasantz
« on: May 08, 2022, 08:56:11 pm »
Update. Got two more nude-based peasant sprite sheets released. I’m happy with the hunter one, though there was a lot of detailing, it came up nice (and rough enough).

Swimsuits’ custom floor corpse is missing, because I don’t know how to submod it to the main mod’s FLOOROB.PCK, so I just skip it.

I’ll keep on peasantz-standardizing more sprite sheets, as it still feels fun. 8)

PS. Also quick-started another submod, related to this, where mutants will be modified to two pixels taller. They are quite an impressive sight naked with chainsaws and sledgehammers:

32
XPiratez / Re: [Submod] X-Peasantz
« on: April 30, 2022, 08:10:02 pm »
Ok, I did what was planned, in addition, paperdolls are now more roughly styled and I left some originals, but modified bodies, to exist. I won’t ‘expand’ the project's body model count from that, but hopefully someone someday does so. I wouldn’t mind.

Also got nude sprite sheet ready to use as a base model. It is not ‘fully tested’, but I like the idea of peasants' less muscular/robust appearance. It differs them a bit from the mutants.

I will slow down this project and get back to it after something completely different, though I really would like to finish my mud and hunter sprite sheets asap.

33
XPiratez / Re: [Submod] X-Peasantz
« on: April 29, 2022, 07:10:46 pm »
Hi, guys. Thanks for the feedback, I really appreciate it. Yeah, I went way over and too far with this. There was lazy copy-pasting with the bodies and I spent too much focus on custom experimentation with faces.

I will give them a new spin. Gonna leave heads more intact and pick the body colors mainly from ogs. There should be less shiny characters and I’ll remove all new details. Will set the cup sizes correctly as well.

Maybe I use current faces and details to birth a few new peasants. :)

Thanks again. Next version will be out ‘soon’.

34
XPiratez / [Submod] X-Peasantz
« on: April 28, 2022, 11:50:39 am »
Ahoy,

You may know the PEASANTS, those hirable all female village people. At the moment this submod improves basic graphics of the soldier type in question. Hope you like a polished look!

📁Google Drive:
X-Peasantz is no longer downloadable! Thanks to Dioxine for incorporating it into the main mod.👍

🏠Blogger:
https://xpiratez-stuffiez.blogspot.com/search/label/XPeasantz [NSFW]

I won’t attach any images here, because of tits, tits and tits tits tits.

Version: LEAKED_NUDES.4 (Aug 14, 2022)
  • [New] MAID /PEA redesigned spritesheet’s limbs + a modified floor corpse
  • [New] MUD custom spritesheet w/ spriteFaceColor (corpses missing = reuses nudes)
  • [New] CAMO /PEA upper body copy-pasted to same as Mud’s + modified corpses
  • [New] GLADIATRIX remodeled spritesheet + a modified floor corpse
  • Updated NUDE /PEA armor with Dioxine’s fixed paperdolls set
  • All sprites use now dgoodpal_normal.pal palette (+ lightened details)

Version: LEAKED_NUDES.3 (May 8, 2022)
  • [New] HUNTER heavily modified spritesheet and corpses
  • [New] SWIMSUIT (+SEA) spritesheet (modified limbs with fixes)
  • Fixed previously released spritesheets (maybe even too much  :P)
  • Nudes’ floor corpse modified to differ from the mutants’ corpses
  • SEA and DREAMWALKER uses the new nude spritesheet from now on
  • Minor adjustment to some NUDE paperdolls (mostly contrast)

Version: LEAKED_NUDES.2 (April 30, 2022)
  • [New] NUDE /PEA custom-made spritesheet/animation added
  • [New] SHEPHERD spritesheet’s arms (copy-pasted/fixed to thinner ones)
  • Heads have now more dem XPZ-original pixels and shape
  • NUDE /PEA has new color schemes and couple edited models from the originals
  • Details removed, but most custom-made items are still there
  • Body models corrected to match originals

Version: LEAKED_NUDES.1 (Apri 28, 2022)
  • Heads and hairs
  • NUDE /PEA armor
  • Personal items
  • Custom-made personal items
  • NUDE /PEA and SHEPHERD armor layers script

TO-DO:
  • That's all, folks!

Thanks for viewing. Bye, have a great time!

35
OXCE Support / Re: Submodding armors layersDefinition
« on: April 26, 2022, 10:40:00 pm »
Sure, I just realized it by myself, but bit too late. :-\

Will do that. Thanks.

36
OXCE Support / [Solved] Submodding armors layersDefinition
« on: April 26, 2022, 10:30:09 pm »
Hi, I’m trying to submod Xpiratez's armor layers to add custom stuff, but it seems to be more tricky than just modding existing items etc. So, if I write it like in XPZ:

Code: [Select]
armors:
  - type: STR_PEASANT_NUDE_UC
    layersDefinition:
      M28: ["", "", "M28_NUDE", "", "", "", "", "", "", "", "", "GLASSES_M28", "", "HAIR_M28"]

It causes a crash before the inventory screen: Layered armor sprite definition [STR_PEASANT_NUDE_UC] not found

What magic do I need to perform to gain access to layersDefinition or is it unsubmoddable?

37
XPiratez / Re: [Submod] Stuffiez - nice cute things
« on: December 31, 2021, 06:25:16 pm »
What XPiratez base GUI could be if made in 512x320 pixels? I find that so intriguing that I had to check it out.

If done like in attachment, the most interesting thing is that merging hands/vessels, research/manufacture and blackmarket/fence as own tabs, there will be two unused tabs, and with tab aspect ratio 2:3, there could be five new usable tab slots.

What would they contain? Nobody knows :o

38
XPiratez / Re: [Submod] Stuffiez - nice cute things
« on: December 30, 2021, 09:35:42 am »
Ok, yes, and I could imagine what pain in the arse it could be setting all those unit routes in big laggy maps. The problem with my creative desires seems to be a need for too much control and customization even though I knew that Xcom is all about randomness and I should just go with that (flow). I will take my time to explore mapscripts and if I find them too limited for me, I just stick with graphics and do my (more demanding) level designs somewhere else.

Thank you for your kind answer.

39
XPiratez / Re: [Submod] Stuffiez - nice cute things
« on: December 30, 2021, 05:05:07 am »
I was thinking of a little workaround to gain some random goodness in map creation. This really isn’t what randomness is all about.. and actually is terribly manually repetitive (so very very vulnerable to humane errors), but I would do it now like this:
  • Make helluva lotta of basic 10x10 maps
  • Draw some kind of visual grid note out of them
  • Design maps using those notes (with some topdown tilemap editor?)
  • Copy/paste map blocks one by one onto bigger maps like “maptiles”
  • Have a damn big set of big maps made out of smaller ones
I don’t yet even know if MapView allows this kinda operations. ;D

40
XPiratez / Re: [Submod] Stuffiez - nice cute things
« on: December 30, 2021, 02:57:36 am »
👍Thanks for the info! Oh, yes it's bit of a pity, but that’s what I get when just assuming unlimited possibilities to be. I’m still in a good belief that crossroads can be built in/on a big single block.

41
XPiratez / Re: [Submod] Stuffiez - nice cute things
« on: December 30, 2021, 12:36:06 am »
I’m not yet familiar with the OpenXcom scripting. Been hustling with game engines before and planning at some point to get know-hows about viewing maps in battlescape at day and night.

My tileset release only contains files from MCDEdit. I used those in MapView2 to build that presentation with 10x10 mapblocks in mind, assuming that there then will be different possibilities when connecting them to get bigger (random) maps.

42
XPiratez / Re: [Submod] Stuffiez - nice cute things
« on: December 28, 2021, 11:10:34 pm »
I just got out the first version of the first part of my first custom tileset study project named Nightcity69 and it's downloadable as public domain. 💪

43
XPiratez / Re: [Submod] Stuffiez - nice cute things
« on: December 25, 2021, 05:44:35 pm »
Hi,

I come from ~5 years experience of vector 2D-animation background and these are my noobie experiments in pixel drawing. I have played tactical turn based squad leading games since the Jagged Alliance, which is still my all time favourite PC game because of the characters (and nostalgia).

I haven't got far in the XPiratez's campaign/lore but I really like the mod's variety in features, mechanics with logic, atmosphere and funny designs.

Thanks for reading, there is some more bla bla and overflowing cuteness in my blog!

44
XPiratez / [Submod] Stuffiez - nice cute things
« on: December 25, 2021, 04:03:46 pm »

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