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 - Ryskeliini

Pages: 1 2 3 [4] 5 6
46
Released Mods / Re: Sir, the arms dealer has arrived.
« on: October 04, 2013, 01:18:38 pm »
Thanks all im glad that you like them  :)

Updated UFOpedias are now up, thanks Gifty & MKSheppard, better than those "engrish" ones.

About the messed colors in ufopedia, uhh yeah, im aware of those , i kinda cheated (OHH HOW COULD YOU!) at those images in here and photoshopped the real ones on them ... its has to be the
diffrend color palettes that battlescape and ufopedia colors use. I noticed the color error at very late when i had allready made inventory and battlescape sprites and really didnt want to change color palettes on those anymore. + i prefer some "coloristic" variation, not always black grayish, brownish guns as in the start every weapon is. Maybe there will be color palette fix someday?

Nevertheless, they are working right ingame?

To Cy-fox: No, i dont plan to add stun slug for weapons, even there is slugs irl like this.
 

... imo i think stunning aliens shouldnt get easy, and i think taser pistol is allready making it radically easy to capture aliens. For me it was always intense  to capture aliens with stunrod, and that way it was part of the fun :)

47
Released Mods / Re: Sir, the arms dealer has arrived.
« on: October 03, 2013, 04:36:13 pm »
Heh :) ... oh and i forgot that taser imo should be researchable in early game, so it wouldnt "immediatly" discard the stunrod (Even tho stunrod is better) ... also thought some Stun rifle design ,but then again.. meh

48
Released Mods / Re: Sir, the arms dealer has arrived.
« on: October 03, 2013, 04:33:06 pm »
And now for some issues... now , clearly these need some balancing to do so im open for balancing suggestions, please comment on that.

Secondly, requesting some help to those UFOPEDIA texts, i know they are pretty lame now and full of typos, so feel free to write better ones.

Taser and SSRL has some issues, and dont know can they be fixed anyway...

SSRL Currently has now infinite ammo since i didnt figure how it could behave like a... once used weapons then thrown away.. i tried to figure out some grenade behavior to it, but didnt have luck (since im REALLY poor at script/coding)

Taser is working quite well, even it needs some balancing. Problem is now that it uses Stun bombs animation (everytime you hit something, Explosion animation appears)
so i could need help on those if anyone wants to look up into rules :p ...

But anyways, have fun :) ... i sure didnt have fun against mutons with these weaponery.

49
Released Mods / Re: Sir, the arms dealer has arrived.
« on: October 03, 2013, 04:22:40 pm »


Updated UFOpedia to better one. ignore image text.



50
Released Mods / Re: Sir, the arms dealer has arrived.
« on: October 03, 2013, 04:22:05 pm »


Updated UFOpedia to better one. ignore image text.
Updated Taser.rul - Fixed battlescape sprite conflicts with HW Cannon and Auto Cannon sprites
Updated! Works now as intended, no more explosion when hits target. Happy zappin everyone :) kudos to warboy1982 for the fix. - 27.1.2014

51
Released Mods / Re: Sir, the arms dealer has arrived.
« on: October 03, 2013, 04:21:42 pm »


Updated UFOpedia to better one. ignore image text.

Updated Rules, WORKS NOW AS INTENDENT! - 28.10.2013

52
Released Mods / Re: Sir, the arms dealer has arrived.
« on: October 03, 2013, 04:21:25 pm »


Updated UFOpedia to better one. ignore image text.

53
Released Mods / [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
« on: October 03, 2013, 04:20:57 pm »
"Gentlemen, take your seats and lets do some business" ...

----------------------------------------------------------------------------------------------

UPDATE - ALL IN 1 PACK RELEASED + ADDITIONAL STUFF -   27.6.2014

https://www.openxcom.com/mod/ryskeliinis-guns-n-gadgets-1st-pack


---------------------------------------------------------------------------------------------



Updated UFOpedia to better one. ignore image text.

54
Open Feedback / Re: Youtube videos
« on: June 26, 2013, 10:39:31 pm »
Ah, so there was a topic with random youtube openxcom videos... i also made one with OBS and edited it with sony vegas today. just a random battle with current features and mods shown.. horrid battle.

Part 1 : https://www.youtube.com/watch?v=YwH_lhdqWDg
part 2 : https://www.youtube.com/watch?v=Eick6OIQ-g4

55
Offtopic / Re: Abomination: The Nemesis Project
« on: June 22, 2013, 10:38:08 pm »
i remember this ,it looked awesome back then.. only played the demo version tho, but watched the whole thing in lets play... imo very underrated game. https://www.youtube.com/watch?v=lubyi79e6SY

edit: and it has kinda this feeling where x-com would have been failed, and now fight continues in overtaken earth with resistance.

56
Resources / Re: Ryskeliinis sprites
« on: June 18, 2013, 05:21:04 pm »
Ok, this is best i came up with flying suit animation. For me now it looks like its "hovering"  instead of bursting towards something, like the last ones... others would been good for movement animation, but since flying suit needs to be still ...this is prolly for the best.

Includes:
-Legs "wavy" hover particles (in every direction)
-Torsos backside ..gah brainfreeze,engines? ..animations, small pulsating ones. (in directions if looked into keypad 4,7,8,9,6. 1,2,3 wasnt needed imo since you cant see flying suits back.
-preview animations.
-horrid explanotary image.

have fun   ::)


57
Resources / Re: Ryskeliinis sprites
« on: June 15, 2013, 12:02:08 am »
somehow i noticed ppl wuould like the spread one... and its hardest to make ( making single particle to fly animated correctly) but iits duable...
i also thought about alien sentry but then, how AI would would act dropiing them in the scenatio is a another thing..still bending. but if ppl like the spread one,im willing to give it 6 frames for proper look each side.

58
Resources / Re: Ryskeliinis sprites
« on: June 14, 2013, 07:28:19 pm »
not a bad idea, i would love to see also a flying suit with fly animation...  i made for starters 3 kinds of flames. spreading ,pulsating and just straight forward flame.. and all in one just for fun. Now i realised that All-in-one looks for me the best option.. well 4x9 sprites to go. hm, flying animations would have 72 sprites then, would it be possible even to code that into game? ..i just want to make sure before ill do anything :p

Edit: each image has now 3 frames looping.

59
Resources / Re: Ryskeliinis sprites
« on: June 14, 2013, 03:41:11 pm »
amongst drawing those other sprites i got inspired by Pmprogs UAV idea, i made "hastly"  this  Sentry turret ..

Includes: Geoscape animations, destroyed ani, wreck sprite and inventory sprite.
Adding later prolly new inventory sprite (Folded sentry in smaller size rather than a case, maybe) & Research image. New wreck ani (a better one)


60
Resources / Re: Ryskeliinis sprites
« on: June 10, 2013, 05:40:57 pm »
Not at all, just go ahead. I'm glad that you even made that work ingame ,thanks!  :)

i'v been working on suicidal zombie animations sprites for now. Next ill finish those battlescape alien weaponery sprites + projectinal shot-sprites for them.. maybe draw magazines for some of them.

 Probably after that ill head finishing that droid sprite sheet wich i started ages ago, but im still mindstorming wich sprite sheet/layout i should use for it. its currently made on XCOM_0 (that Xcom agent with a jumpsuit) wich has awful amount of sprites in parts. Probably best to change to civilian male sprite sheet, since it has whole sprite in one image. Prolly only animations are the legs when moving, hands will be stiff position like letter "L" pointing towards (not waving hands like other units are moving) maybe shoulders bound up n down when it moves, just a small animation, but getting later on that.

oh and that suicidal zombie when its about to explode... imagine it with something similiar sound like this :>  https://www.youtube.com/watch?v=T_8BSBB1JtQ

Pages: 1 2 3 [4] 5 6