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Messages - Ryskeliini

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61
Resources / Re: Ryskeliinis sprites
« on: June 06, 2013, 03:07:22 pm »
"Did you hear someth--"

62
Resources / Re: Ryskeliinis sprites
« on: June 04, 2013, 02:13:08 pm »
Ok, time for a long post... sorry for the akward english type-writing allready. edit2: Scroll down to get files if you dont care this babble ;P

So the X-Com 'n Alien weaponery. I created these Xcom weapon sprites since there is all-n-all allready pistols, rifles, HMGs n such for Xcom allready so i tried this time to
create something diffrend.


SMGs: i was hoping to have FULL auto mode to shoot as well as snap shot. could be doing same amount of damage as pistol does now... spray n pray anyone?

Flamer:... well its a flamer, https://lolbot.net/pix/17397.gif

Magnum: Needed more sidearms, with bigger punch!

Taser: Could be a short-ranged, battery carries 2 shots, for balance that ppl wouldnt only use this than ...brainfreeze.. rodstick? Could be less powerful than that.

LAW: Simple lightweight bazooka with 1 shot, after usage can be thrown away as its then used. Has lighter punch than the orginal rocket launcher?

Alien weaponery:


For these i tried to make them look-a-like the aliens themselfs, have a some sort of their very own weaponery. Alltough i dont have much of ideas what kind of projectiles
these could shoot or even make

Snakegun: Something that shoots acid? acid-spray flamethrower?.. or like blasterbomb with hazardous gas, maybe?

FloaterSMG??: none... shoots discs? :D https://www.youtube.com/watch?v=I8F92p1ept0

Ethreal Railgun/Gaussgun: See the image. Design came straight from the District 9 movies alien weaponery.

Sectoid Raygun: Some classical oldie ufo movie gun... could have these round O:s projectiles ?

Floater-somethingsomething: a Sonic weapon? no ideas from me :p

Chryssalid Leechgun: Organic weapon that shoot leeches, basically same idea that Half-life alien grunt had but something more dramatic. by that "appply awesome ani"
i ment death animation of when it would blow up ( zombie raises hands to sky and eyes get swollen up when it finally pops) ..

But for you who code these and mod these, these can be anything else what you just want, these are just merely my view of points what these could be :)



MOON NAZIS  was supposed to be this small "eastern-egg" mini-campaign for OpenXcom with the orginal campaign, in some day nazis would just invade earth for-no-good-reason and just terrorise ... once you had captured one of the leaders, you could had the moon-ish solution where you could travel to moon, and fight them off in the "swaztika" base.. i know much related to iron sky movie :p . ..Enemy types:

 Soldier: (as in picture) - Carries modified MP40 or a modd.Rifle

 Soldier AT: (as in picture) - Carries modified Panzer-somethingsomething-bazooka

Tank: (as in picture, a Hetzer like small tank, wich is fitted with one half-man, meaning that it only has torso-head-hands...[ dead nazi -> reanimated -> fitted to operate tank])

Officer: cap n uniform, carries luger

 Sturmnazi:
Armored soldier, reanimated, biggerbadder etc. MG42... something like jin-roh https://www.cinefagos.com/wp-content/uploads/2012/12/jin_01-300x203.jpg

Clone-Hitler: the Boss! ;P ... imagine wolfenstein 3d. ...or a floating brain in a fishbowl.

OPTIONAL:
 
 Scientist: operates at the moonbase, carries something lightarmed.

... And finally when you'v had finished the nazis you could aquire re-animate technology wich would make dead soldiers back to use... could be fearless, but still fragile...
basically X-Com Zombie soldiers.

But i guess this kind of "mini" project would be quite huge to make alone, so i discontinued making this further (all the ships, soldiers, maps etc etc..)

ALIEN WORSHIPPER CULTIST.

Had this design made when someone talked about worshippers, dunno was it here, but then i looked at the X-Com Apocalypse that it had some sort of cultist so
why not in Openxcom also :)

Could be duable, partly , since its not that much of work (atleast graphically) ,cultists with their weaponery could be quite easily made. (e.g. make 1 cultist and recolor it to another one and  use the civilian to re-color it to ... "redneck?" look.. 3 new enemies! ...(well 4 if you redneccise the civilian women also)

Problematic would be ,i guess the mapping? ..About coding i have no idea how hard it would be to import in. This would give some variation to base invasion missions.
Another one i was thinking how about diffrend kind of terror missions? like VIP escort? ... land in terror mission, search VIP ,take it back to landing craft.



But now i need to stop , here let me show you my pouykeymons down below... Weapon pack with X-Com weaponary and only Alien inventory. Not finished, but guess ill share these ones for now, will finish them later

NOTICE that these havent been tested in anyways , not sure if they fit right in the inventory screen.
Also i re-edited the Combat armor inventory screens couple hours ago, also i made some edits to README.txt (for easier to understand who hasnt never tried these.)

i'll guess ill put those to Xcommods website in sometime then. Now, out cu!


63
Resources / Re: Ryskeliinis sprites
« on: June 01, 2013, 07:43:16 pm »
No time to explain, just throwing these here from old-assumed-to-be-broken-HD ,will be back in couple days to share some of these..

64
Resources / Re: Ryskeliinis sprites
« on: October 19, 2012, 11:15:12 pm »
Herro there you :3 ... u h first of all thanks for good feed back, (good or bad ,everythings welcome...) ... so yeah, iv been sketching  the mk2 research screen with google sketchup n photoshop and mk1 droid sprites a little bit... but i decided to share some DRUNKEN knowledge to you how to make researcgh screenns to xcom ...phew finnvodka is really starting to kicking in... so.. eyah...

But hopefullyt this is some way helpful (tho itg might be a bit.. uh.. badly written) who ever wants to make "new" research screens and such tp xcoim...

https://www25.zippyshare.com/v/45437701/file.html

have fun..atleat i did had fun making it :D ...

65
Resources / Re: Ryskeliinis sprites
« on: October 02, 2012, 05:39:25 pm »
Made a quick concept of elerium Chip...

66
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....

67
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.

68
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.

69
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

70
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)

71
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.

72
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

73
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?

74
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...

75
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.

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