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Messages - Ryskeliini

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61
Resources / Re: Ryskeliinis sprites
« on: October 02, 2012, 05:39:25 pm »
Made a quick concept of elerium Chip...

62
Resources / Re: Ryskeliinis sprites
« on: October 02, 2012, 03:03:19 pm »
thanks, not a bad idea to have grenade launcher also... but propably better to have seperated droid then? :) ... like X-Com Droid mk.I - HWGun and X-Com Droid mk.I - Gren.Launch as they have Cannon tank and missile tank.

Maybe droid mk.II could have amiga 500 at the research screen at the background for lulz. :3

some thinks iv mindstormed for droid section in a techtree way...

X-Com droid research -> produce X-Com droid MK.I
Elerium-115 Research -> Elerium "CPU"  -> X-Com Droid MK.II (this would prolly be a human sized droid with a stunning-fist and a laser weapon implented) -> Produce MK.II Droids....

63
Resources / Re: Ryskeliinis sprites
« on: October 01, 2012, 06:50:29 pm »
infact if you look closely, that droid carries a weapon under its hand :) ... its bit dark and it still needs to be bit more...revealing...tho it will be more "visible" when you see your weapon in the inventory. Weapons work like in the tanks in xcom, so its allready attached in the droid... droid basically carries a short barrel MG and the ammo comes from the backpack. ( think of this https://www.epicycle.org.uk/images/minigun2.jpg ..but not that weap. :P ). Other hand is just used for to use pneumatic punch to smash aliens jaw around the ground :p

and btw, hand that carries weapon will be changed to diffrend one... now it looks like its relaxed, but i will change it into "pointing towards" hand.

64
Resources / Re: Ryskeliinis sprites
« on: October 01, 2012, 05:22:10 pm »
i worried about that frame boundary also too first, but it should fit just right into frame :) ...any larger would mess it up.

65
Resources / Re: Ryskeliinis sprites
« on: October 01, 2012, 05:04:36 pm »
hello, been long time since iv visited here! ...just to say, iv been awfully busy on my work place these weeks and havent had a lot of time to spend on xcom lately. Hopefully sometime ill get spend more time on this. But enough of mumbling, just here to show what iv done yesterday... Sorry, no tutorial yet, but something atleast...

X-Com droid MK.I .. with ingame shot and research screen (currently uses the Alien surgery research image as replacement...)

ingame sprites still needs work, but not much... torso,head,hands are easily made, only the walking animation causes some hefty work. but design is all n all finished for this one.

btw: name that computer right side on the research screen :3

66
Resources / Re: Ryskeliinis sprites
« on: September 08, 2012, 05:49:02 pm »
it'll come someday when ill finish the other ones. that "space" suit had only 2 sprites done from, ugh from... atleast from over 100 sprites :p. in time, ill quess ill try to make "eastern egg" sprites to xcom wich would appear in earth around year 2018 ...just guess what it is ^_^ (new units, couple "ufos" and hopefully a brand new outerspace mission) ... huge task but not now a first priority to make. guess ill head next for:

 tutorial - how to make a police officer in photoshop (just to show how i do sprites for xcom)
 or Android sprite (ignore that one in front page, i have new design for it, bigger)

67
Resources / Re: new sprites and ide.. Cmbtsuit released.
« on: September 08, 2012, 04:29:37 pm »
Nice to see that you ported that pink sectoid to openxcom :) ...and those white dots are its "teeths" :p ..just came here to say that theres some updates at https://openxcommods.weebly.com/index.html ...

edit. made the new sectoid statused as work in progress, cos i forgot to make the inventory corpse screen and hands needs to get fixed a bit and eyes turned to darker color.

68
Resources / Re: new sprites and ide.. Cmbtsuit released.
« on: August 30, 2012, 05:10:53 pm »
Btw, has anyone tried these sprites in openxcom? Just asking 'cos mine still isnt working, all i can see is levitating weapons flying above ground and all the sprites missing ;P ... strange. Still works in orginal Xcom.... gahh what causes this heresy!

edit: atleast i can see the inventory/battlescape corpse in openxcom

69
Suggestions / Rotating items in inventory
« on: August 30, 2012, 04:12:37 pm »
Dunno has anyone suggested this minor thing, but how 'bout having a chance to rotate inventory items?

70
Resources / Re: new sprites and ide.. Cmbtsuit released.
« on: August 27, 2012, 07:18:05 pm »
oh, never played laser squad, tho iv heard of it. if i remember right it was only multiplayer via email or something? ... anyways ,update at the front page,... theres something retarded...

71
Resources / Re: new sprites and ide.. Cmbtsuit released.
« on: August 27, 2012, 05:18:21 pm »
glad that you like it, tho im not quite pleased with the inventory dolls, i quite much rushed it due the time. i might someday redo the dolls chest part.

and you can always edit the "corpse" for your liking ,its a just couple mins job to edit the blood pixels out :)... next time making a xcom/alien shouldnt take time since this was very educating..educative..eduvcx.. (is that even a word?). Next i think ill try something easier, like making a alien sprite or something... i have something in mind, but meanwhile i tried making something experimental sprites... note this is just a test.

72
Resources / Re: new sprites and ide.. Cmbtsuit released.
« on: August 24, 2012, 05:08:59 pm »
update at front page.

73
Resources / Re: new sprites and ideas... also request.
« on: August 23, 2012, 08:53:19 pm »
thanks, very helpful  :) . so far iv done the:

- battlescape animation sprites
- dead sprite on the battlescape
- dead soldier sprite in inventory screen.

ill finish this tomorrow, if i can find the inventory soldier image somewhere so i can edit it to look more like soldier using combat suit... didnt find it yet in my ufo folder, but guess its somewhere there. hopefully its still in pck format :p ..till tomorrow.

74
Resources / Re: new sprites and ideas... also request.
« on: August 23, 2012, 07:09:41 pm »
battlescape sprite is quite much 99.5% finished ,BUT now i need help with the hands..

I need to know what are the hands that are facing down (numpad 2)  and up (numpad 8). i know the hands that are without weapon, but the hands that carry a pistol and the rifle. dont need to know the animations, only the stance when gun is carried -> up and down view. if someone knows ,pls tell the location in PCKview as "Selected: xxx Over: xxx" .... tomorrow might be the release day.

75
Resources / Re: Custom Tilesets & Help
« on: August 23, 2012, 06:44:39 pm »
meh, i aint even pixel artist but more into 3d also with 3dsmax ,but theres plenty of good simple tutorials for isometric pixel art. just doodled this quickly while ago, using this brushset and learning how to use shadeing and lighting in px-art. yes that tanker is bit bland n ugly :p

https://www.nasc.fr/brush/photoshop-pixel-art-brushs-v4/ - brushes
https://kiwinuptuo.deviantart.com/art/Pixel-Art-Tutorial-Basics-196016837. - lighthing/shadeing
https://fc07.deviantart.net/fs70/f/2011/093/7/c/pixel_art_tutorial___textures_by_kiwinuptuo-d3d4ufx.gif
https://www.youtube.com/watch?v=ia3exD3JRx8&feature=plcp

... also i think there is plenty of ppl who would like to do pixel art for UFO series. if only they knew that it is possible to do these days. maybe should do some spamming to popular pixel related places and inform ppl?

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