Author Topic: FOXC - Fantasy OpenXcom  (Read 59549 times)

Offline luke83

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Re: FOXC - Fantasy OpenXcom
« Reply #30 on: September 29, 2013, 01:04:00 am »
Luke, I have one request, please use correct pixel size and color in your graphics.
In your last gif  pixel of torch fire are 2 times smaller than rest of pixel and game will never (without ugly hacks) be able to made something like this.
As long you keep this two requirements every mockup you made will be doable in current game.
woops, didnt even notice that, i guess that's what i get for doing things whilst watching a movie, that was a quick ( 10 min) gif to see how well it would look, i guess i better make a proper one  :P there already a fire animation, that will be my starting point :)
 
the idea here was more to illustrate the point i need animated hand object support ???

Quote
You'd have to resize the soldiers to twice the size relative to the flame sprite.
hmm interesting idea, sounds like more work than i was after :)  still its always a possibility, assuming you add support for such things.

On the plus side, i now know people are watching my progress here :D
« Last Edit: September 29, 2013, 02:30:43 am by luke83 »

Offline luke83

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Re: FOXC - Fantasy OpenXcom
« Reply #31 on: October 05, 2013, 01:15:17 pm »
So not sure what the problem is, but having weapons in each hand doesn't work for my FOXC stuff anymore, as a test i will find my old version of spear and shield that i loaded by changing the graphics on the original game data to see if there is something different when reading from external files ;)

UPDATE: if i load my shield in the old way ( by replacing the grenade in original .PCK file) it works in left hand, using rulesets it does not. Also for some reason , game crashes if i have this .PCK file Active when the FOXC Ruleset is in use also, i hade to remove FOXC from the loader to even get this screen shot, not sure what that's all about.

If you look at the image "Left Hands" one solider is holding a grenade in his left hand and it shown, but the other should be holding a shield but its not shown.
« Last Edit: October 05, 2013, 01:43:39 pm by luke83 »

Online Yankes

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Re: FOXC - Fantasy OpenXcom
« Reply #32 on: October 05, 2013, 03:45:19 pm »
maybe your weapons are two handed?

Offline luke83

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Re: FOXC - Fantasy OpenXcom
« Reply #33 on: October 07, 2013, 12:46:24 pm »
So sick of seeing Xcom agents carrying Fantasy weapons ( although having a Civilian or 2 running around with a sword would be pretty funy in OXC), so i made a quick Unit type for FOXC.

« Last Edit: October 08, 2013, 12:21:40 pm by luke83 »

Offline luke83

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Re: FOXC - Fantasy OpenXcom
« Reply #34 on: October 09, 2013, 10:56:07 am »
Here is another group under construction, alittle more NOBLE than the Pirate faction.

Still a lot to do with these ones.
« Last Edit: October 09, 2013, 01:43:31 pm by luke83 »

Offline Align

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Re: FOXC - Fantasy OpenXcom
« Reply #35 on: October 09, 2013, 01:33:01 pm »
"I'm selling these fine leather jackets."

Offline SupSuper

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Re: FOXC - Fantasy OpenXcom
« Reply #36 on: October 10, 2013, 02:49:11 am »
Could you post the latest version for testing the problems you're experiencing?

Offline luke83

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Re: FOXC - Fantasy OpenXcom
« Reply #37 on: October 10, 2013, 08:48:09 am »
Could you post the latest version for testing the problems you're experiencing?
There hasnt been many updates at all since my last post but here it is anyway , both projects ( FOXC and Aliens)

Offline SupSuper

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Re: FOXC - Fantasy OpenXcom
« Reply #38 on: October 24, 2013, 06:10:32 pm »
The hands and Thumbs.db issues should be fixed, let me know how it goes.

Offline b

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Re: FOXC - Fantasy OpenXcom
« Reply #39 on: March 26, 2014, 03:33:26 am »
I'd like to see this mod completed. I've had a similar idea a long time ago. Basically a medieval fantasy x-com, where instead of X-com, you have an order of knights which deals with a mysterious invasion, along the same lines as x-com's story, but with typical fantasy monsters instead. Same concept of funding, from defending different kingdoms, and setting up bases(castles). I thought it would be interesting to have wooden stakes and crosses vs. vampires in x-com,  reload your bow from a quiver, have different types of melee attacks (slash, stab, disarm, etc.), unload your troops from boats and caravan wagons instead of planes, and lots of magic stuff.  I'm curious how mod-able this engine is.

I made this mock up a very long time ago:

But I've been making a lot of pixel art since, some of which I might be able to adjust to fit into this engine.  I'd probably like to help with graphics if the project is still active, but it would be nice if I didn't have to deal with PCK format.
« Last Edit: February 08, 2019, 10:01:41 pm by b »

Offline SupSuper

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Re: FOXC - Fantasy OpenXcom
« Reply #40 on: March 30, 2014, 05:19:49 am »
But I've been making a lot of pixel art since, some of which I might be able to adjust to fit into this engine.  I'd probably like to help with graphics if the project is still active, but it would be nice if I didn't have to deal with PCK format.
You can use any format you want for new sprites.

Offline b

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Re: FOXC - Fantasy OpenXcom
« Reply #41 on: March 30, 2014, 09:23:35 am »
I see.   I'm experimenting with a goblin:  
« Last Edit: February 08, 2019, 10:02:04 pm by b »

Offline luke83

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Re: FOXC - Fantasy OpenXcom
« Reply #42 on: April 09, 2014, 12:25:25 am »
Wow goblins, i look forward to seeing them :)

I really want to work on this Project some more ( but wont have time for next 12 months), i think it has huge potential :)

Offline Dioxine

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Re: FOXC - Fantasy OpenXcom
« Reply #43 on: April 11, 2014, 07:02:22 am »
I've done some field testing with melee weapons and bows and it seems the StrengthApplied feature does not work with ranged weapons...

Offline b

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Re: FOXC - Fantasy OpenXcom
« Reply #44 on: April 11, 2014, 07:52:58 am »
Is it possible to make attacks animated with arm and/or weapon movement?