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Messages - robin

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1021
Work In Progress / Re: [Petition] some help to create an alien
« on: April 02, 2014, 02:43:23 pm »
I do spritework like this (using Photoshop).

0. Install IrfanView.

1. Open my units_template.psd file.
. . It is based on the X-Com soldier spritesheet, which is the one with the highest number of frames, so  every other spritesheet is as big or smaller than it.
. . I made "sections" for all the frames so it automatically creates all the separate frame images instead of the big image (see further).
. . (I attached it at the bottom of this post).

2. Import the spritesheet neeeded (in the template I included the CIVM.PCK as example) and make sure to have the right palette open.
. . You can find the palette for photoshop somewhere on this forum.

3. Create a new layer (or duplicate, if you just want to modify an existing unit) and draw.

4. When fished drawing, turn off all the work layers and keep only the new unit graphics.

5. Cut the image to the size of the spritesheet needed (in the CIVM.PCK example, I would cut away all the portion of the image without the green background).
. . And then delete any background color the sprite may have (in the CIVM example: the green color).

6. Activate the "frame_GRID" layer.
. . At this point what the image should look as is: the sprites of the  unit, on transparent background, "caged" inside a purple grid.
. . "Save for web"

7. IMPORTANT: make sure to have selected all the selections of the image.

8. When all is selected, set the parameters: gif, no dithering, transparency, import palette and select "Battle.act". Then save in the chosen folder.

9. Saving will create a subfolder with all the images for the frames, already divided, inside it.
. . For technical reason it creates also image files for the spaces between the frames, so you'll have a lot of files.

10.Go to the folder and select the "big thumbnail" view. Delete all the image files with the purple line inside; KEEP all the empty image files.

11.Open IrfanView. file > Batch Conversion\Rename.

12. Make sure to have selected "Batch rename" on the top left.
. . Go to the folder and select all the image files, then select "Add All".
. . Then "Sort" them "by Name (ascending, natural)".
. . Make sure to have the right name pattern, it must end with: "_###" (example: "CIVM2_###", for a new male civilian unit).
. . "Start Batch"
. . Now the ascending numeration is again smooth, starting from "_000".

And done. The rest is the ruleset.

1022
Work In Progress / Re: Men in Black -beta 1.2 (also cover alien ALPHA)
« on: March 29, 2014, 03:31:45 am »



Oh well, the terror unit right now doesn't attack. I wanted to make a suicide drone, but mixing melee and explosion damage doesn't seem to work.
(It'll still explode when killed, same as a cyberdisc; the death-explosion is definitively too strong but I can't tune it down).
I'll have to go with plan B about its main attack.

TO DO:
-giving the terror unit an attack
-bigobs
-ufopedia graphics
-change walking sound for the terror unit
-balance

download just under here.

1023
Work In Progress / Re: Men in Black -beta 1.2 (also new alien WIP)
« on: March 27, 2014, 12:27:40 am »
I really wanted something simple for my terror unit, so I could make it fairly quickly.. and I'm already drawing it. Sorry.
It actually is a 4-legged robot too! But yeah, different than that and way more simple.

1024
Work In Progress / Re: Men in Black -beta 1.2 (also new alien WIP)
« on: March 23, 2014, 07:41:50 pm »
Yes. It would be just some ruleset additions and changes.

But I don't know about it, I want to avoid having purely aesthetic additions. That armor is weaker than the Personal Armor (and you will likely have Alien Alloys researched by the time), so gameplay-wise it's "superfluous"; if I'd introduce a new usable armor, it would fill (or at least try to) a role.

1025
Work In Progress / Re: Men in Black -beta 1.1 (also new alien WIP)
« on: March 23, 2014, 06:55:18 pm »
They should. I don't know why they don't, and that's why I still haven't posted the mod in the "Completed Mods" section.

You can fight them in quick battles, if you want to get a taste of them (select the large scout ufo to have them in full force!).

(I've updated the .zip in the first post with this new ruleset too, there are no other changes).

1026
Work In Progress / Re: Questions: AI and unconventional weapons?
« on: March 23, 2014, 06:33:50 pm »
Thanks.

I wanted to make an enemy unit that spitted acid like the celatid, but with the spit range limited to 4~5 tiles, so that the unit had to come very near the target, while still not meleeing it.
I guess I'll just go with a conventional melee attack.


Another question:
Is it possible to regulate the power and radius of the "explosion upon death" ability?
I wished to give the unit this nasty trick too, but in a considerably weaker form than the one of the Cyberdisc  (let's say an explosion comparable to an Auto Cannon HE shot).

1027
Work In Progress / Questions: AI and unconventional weapons?
« on: March 23, 2014, 11:07:19 am »
If I make unconventional stuff like an arcing weapon or a weapon with limited range (let's say 5 tiles), and equip them to the aliens, will the AI be able to use that properly or it I'll just shoot whenever it has line of sight, like it's using a normal unlimited-range, straight-shooting, weapon?

(Or a shtogun-like weapon, with a "dropoff" of accuracy after a certain "aimRange", will the AI try to use it effectively or..?)

Thanks for the answers.

1028
Work In Progress / Re: Men in Black -beta 1.1 (also new alien WIP)
« on: March 22, 2014, 10:19:18 pm »
How about those odd weapons they carry on the cover? I'd like to see those!
Yeah it would be cool.
For version 1.0 I'm focusing on having the alien and the terror unit done. After that I'll see what I can do about the weapons.

1029
Work In Progress / Re: Men in Black -beta 1.1 (also new alien WIP)
« on: March 22, 2014, 03:26:29 pm »
I always thought the cover alien was more fly like than wasp like.

I'll throw out Sarcophage (flesh eater) as a suggestion taken from the latin name of the flesh fly.

Or maybe Beelzoid from Beelzebub, lord of the flies.
The cover picture indeed looks similar to fly. But as I said, the alien head in my sprite is different and it looks more wasp-like.

I like Beelzoid, it "sounds" right; but I'm still leaning towards Waspite, I find it more distinctive and straightforward.

1030
Work In Progress / Re: Men in Black -beta 1.1 (also new alien WIP)
« on: March 20, 2014, 10:31:08 pm »
The sprite is "ingame" (uses recolored floater arms though): I saved it as .pck and rewrote the floater .pck, so now I get them instead of floaters in my game.
But the ruleset doesn't exist; there's no floorob graphics, no bigobs graphics, no inventory image, no ufopedia (autopsy, live specimen) pictures.

It will take some time before it reach "version 1.0" status.

1031
Work In Progress / Re: Men in Black -beta 1.1 (also new alien WIP)
« on: March 20, 2014, 09:38:07 pm »
it must be green to match the cover, nice work!
Well it's not exactly like the cover alien.
The cover alien head is about twice the size and looks like a cross between a bug and a tuber.
Mine's is 100% bug. ;D

1032
I'm also drawing a new alien, inspired by the game cover art (I thought the games lacked a bug alien... well there are the Chryssalids,  but they are more like a crab imho).

Right now the tiers are:

-Early game
--- Floaters
--- Sectoids
-Middle game
--- Mutons
--- Snakemen
-Late game
--- Ethereals

I'd have them join the Ethereals as a late game alien race. It's a float-type (legs-less) alien. High stats but fragile (no psy power).
Name'd be "Waspite" (tentative). I'm still thinking about their terrorist unit, but it'll be something very simple to draw.

Right now the color is green.. I think it looks good but it's the same color as Mutons.. so I'm thinking about chaining it to blue (or red?).. mmmmh.




1033
Since I've accumulated several tweaks, I'm uploading a new test version, 1.1.

Download at the first post!

MIB missions still seems to be ultra-rare.. but they shouldn't in paper! I'm no sure how to fix this...

1034
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod
« on: March 13, 2014, 09:59:45 pm »
I'm studying your mod for my Men In Black one, and I have a question.

I see that in the "regions" section, you use very high values for mission weights.
copy-pasting from your ruleset:
Code: [Select]
regions:
  - type: STR_NORTH_AMERICA
    missionWeights:
      STR_MISSION_SURVEY: 100
      STR_MISSION_CONVERSION: 100
      STR_MISSION_MERCENARY_ASSIGNMENT: 80
      STR_MISSION_RAID: 150
      STR_MISSION_GOVT_PATROL: 100

Vanilla game values are way lower, IIRC the higher is 20 or 20-something.

Does increasing these values, increase the frequency of the missions?

1035
Well it's done...

..sort of: it needs testing. if someone wants to help me test it.

MIB mission are somewhat rare.. but I don't know exactly how to control their frequency.
They should happen more likely in the US and Europe (and China near the coast).

Some screenshots

Sniper Rifle:


Machine Pistol:


Man in Black Agent (there's also Soldier and Leader, which use different sprites):


Once I'm sure there are no issues, I'll post it into Complete Mods forum.

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