Author Topic: Men in Black | Cover Alien | Gazer Alien | WIP new thing  (Read 224307 times)

Offline robin

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Re: Men in Black | Cover Alien | Gazer Alien | WIP new thing
« Reply #405 on: December 13, 2014, 09:25:05 pm »
lol

Offline Warboy1982

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Re: Men in Black | Cover Alien | Gazer Alien | WIP new thing
« Reply #406 on: December 13, 2014, 11:57:52 pm »
i made superhuman spawn ALL units, regardless of spawn node availability. The extras get placed "near a friend" of equal or greater size.

Offline robin

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Re: Men in Black | Cover Alien | Gazer Alien | WIP new thing
« Reply #407 on: December 14, 2014, 12:20:08 am »
Yeah I suspected it was because there were too many units for the map. Was fun finding them all lined up :P

Offline Yankes

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Re: Men in Black | Cover Alien | Gazer Alien | WIP new thing
« Reply #408 on: December 14, 2014, 01:17:48 am »
this maps are epic. Look better than original ones.

Offline robin

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Re: Men in Black | Cover Alien | Gazer Alien | WIP new thing
« Reply #409 on: December 30, 2014, 01:42:36 am »
Looks like a mass is going on down there, there's a psiclone on the altar too: psychedelic mass.

Offline ivandogovich

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Re: Men in Black | Cover Alien | Gazer Alien | WIP new thing
« Reply #410 on: December 30, 2014, 02:21:17 am »
Damn, sweet Robin!  8)

Offline volutar

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Re: Men in Black | Cover Alien | Gazer Alien | WIP new thing
« Reply #411 on: December 30, 2014, 08:52:32 am »
Robin I think you should show how smoke animation looks, either video or gif. For my taste it looks very promising and more pleasant than vanilla. Though those checkered patterns layered from different Z levels won't get any more "dense", it still be kept "mild" comparing to heavy vanilla patches.
And I don't know which version are you using, but 1.0 has a flaw - it doesn't shade smoke patches with terrain. It was fixed long ago in the nightlies.

Offline robin

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Re: Men in Black | Cover Alien | Gazer Alien | WIP new thing
« Reply #412 on: December 30, 2014, 10:43:42 am »
Smoke is not animated actually; though the game moves/switches it around (from density 2 to 3) and the final effect is decent.. I think. Frankly smoke wasn't "scheduled" for modification, I had to do it because otherwise the swarm alien would have been invisible in vanilla smoke. Layered density is still partly visible but, yeah, the final look of it is not as heavy as vanilla's (though vanilla smoke wasn't meant to be layered, IIRC it was flat like explosions.


Offline volutar

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Re: Men in Black | Cover Alien | Gazer Alien | WIP new thing
« Reply #413 on: December 30, 2014, 01:19:44 pm »
robin, if you will make smoke animated, but kept with same checkered pattern (for any frame), it won't cause "full obstruction".
I feel like its style can be really neat. GL with finishing that.

Offline Duke_Falcon

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Re: Men in Black | Cover Alien | Gazer Alien | WIP new thing
« Reply #414 on: January 07, 2015, 11:14:40 am »
Hi!

Robin, do you need Brainsucker sprites? I made one for Venomtoad of Alien Navy mod (under strong and early development). If you like that you are free to use!

Offline robin

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Re: Men in Black | Cover Alien | Gazer Alien | WIP new thing
« Reply #415 on: January 07, 2015, 11:46:04 am »
Hi!

Robin, do you need Brainsucker sprites? I made one for Venomtoad of Alien Navy mod (under strong and early development). If you like that you are free to use!
Thank you very much, but I'm changing the alien life forms tree and I dropped Brainsuckers in the process.

Offline robin

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Re: Men in Black | Cover Alien | Gazer Alien | WIP new thing
« Reply #416 on: January 10, 2015, 02:25:49 pm »
Last craft.

Offline Hobbes

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Re: Men in Black | Cover Alien | Gazer Alien | WIP new thing
« Reply #417 on: January 10, 2015, 05:20:51 pm »
Robin, those new Apocalypse inspired maps are insanely good looking. Are you thinking of converting Apocalypse to OpenXCom?

One suggestion though would be not to deploy the Skyranger/Valkyrie on building maps but instead use spawn points and exit areas. From my experience in testing getting the map block of the craft to fit with a 4 level height map block doesn't work that good in visual terms. And you could still use the Valkyrie map block in UFO assaults.

Offline ivandogovich

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Re: Men in Black | Cover Alien | Gazer Alien | WIP new thing
« Reply #418 on: January 10, 2015, 05:27:19 pm »
Robin, the things that you do with the capabilities of this engine simply amaze me!  That craft is awesome!!

Offline robin

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Re: Men in Black | Cover Alien | Gazer Alien | WIP new thing
« Reply #419 on: January 10, 2015, 06:10:48 pm »
Robin, those new Apocalypse inspired maps are insanely good looking. Are you thinking of converting Apocalypse to OpenXCom?

One suggestion though would be not to deploy the Skyranger/Valkyrie on building maps but instead use spawn points and exit areas. From my experience in testing getting the map block of the craft to fit with a 4 level height map block doesn't work that good in visual terms. And you could still use the Valkyrie map block in UFO assaults.
It's more of a tribute to apocalypse visual design and setting, than a conversion; I have many different-personal things.

Buildings maps already do not deploy crafts. On temples the agents are spawned in that room with the greek-like columns, that you can see in the screen above; on warehouses they are spawned on the roof, around a big 3x3 grav lift.