Author Topic: Unused Sprites from XCOM  (Read 15477 times)

Offline The Martian

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Re: Unused Sprites from XCOM
« Reply #15 on: July 21, 2021, 03:12:06 pm »
May as well check a few more off the list.


Grasper (Inventory, BigOb, FloorOb & Unit) (Requires deathFrames: 13) (drawingRoutine: 9)
Grasper.zip


Fat Muton (Unit) (drawingRoutine: 10)
Fat Muton.zip


Glowing Silacoid (FloorOb & Unit) (Requires deathFrames: 4) (drawingRoutine: 9)
Glowing Silacoid.zip


Wormwood (FloorOb & Unit) (Requires deathFrames: 4) (drawingRoutine: 9)
Wormwood.zip


Lemming (Unit) (Requires deathFrames: 14) (drawingRoutine: 4)
(Sprites are from the Amiga version of the game, the unit turned out funnier than I thought it would be.)
Lemming.zip


I fiddled around a little with the LOBO(Loboid?) to see if there's some potential for a... dumber Muton? (close combat oriented), Regen gimmick? A terror unit? Bodyguard for the ethereals? Take your pick.
W/Shaggy mane
Without shaggy mane

Loboid, I like the sound of that.   ;D

A Muton variant with regenerating HP would definitely make taking it down on the same turn as engaged a priority.

Shaggy version is probably the more distinct of the two, but if it is to be a "dumber Muton" then perhaps without hair is better to match the other Muton's look?
« Last Edit: July 21, 2021, 07:11:56 pm by The Martian »

Offline Nord

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Re: Unused Sprites from XCOM
« Reply #16 on: July 22, 2021, 04:55:29 am »
My 5 cents: celatid cloning effect for use as hit animation:

Offline The Martian

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Re: Unused Sprites from XCOM
« Reply #17 on: July 22, 2021, 06:26:31 am »
My 5 cents: celatid cloning effect for use as hit animation:

If the animation is displayed where a Celatid's acid impacts perhaps the purple sections should be replaced with green to be more visually related to the attack?


Then again, the original purple looks more organic which better suggests the Celatid's cloning process...


If you don't mind I'd like to make use of your smoke_celatid.png in a mod I'm working on.

The transition from the initial orb to the full sized lifeform is really fluid.
« Last Edit: July 22, 2021, 06:40:07 am by The Martian »

Offline The Martian

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Re: Unused Sprites from XCOM
« Reply #18 on: July 22, 2021, 04:05:33 pm »
Here is another unit created from the concept art.

It should be able to handle using movementType: 1 (Flying), but please use it however you wish.


Trench (BigOb, FloorOb x2, Unit x2) (drawingRoutine: 9 / deathFrames: 23) (drawingRoutine: 4 / deathFrames: 8)
Trench.zip

Additional credits:
This unit was constructed with fragments of images from Bladum's "Bladum Mod".
« Last Edit: July 22, 2021, 04:14:37 pm by The Martian »

Offline Leflair

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Re: Unused Sprites from XCOM
« Reply #19 on: July 27, 2021, 12:14:56 am »
Hey the Martian, I'm finishing up work on a new alien but I'm a little lacking in the terror unit department, figured I´d reuse some of the existing ones like the Silacoid but that´s a little boring. Can I use the Glowing Silacoid/Wormwood you posted earlier? I got some ideas.

Offline The Martian

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Re: Unused Sprites from XCOM
« Reply #20 on: July 27, 2021, 11:16:36 pm »
I'll look forward to seeing what you are cooking up.

You are welcome to make use of them.

Offline Leflair

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Re: Unused Sprites from XCOM
« Reply #21 on: July 31, 2021, 07:52:00 pm »
I've put together the pack that includes them, you can find them in the mod pack I put up here:
https://openxcom.org/forum/index.php/topic,599.0.html

I increased the contrast a little on their battlesprite, and they're nasty little guys in battle.

Offline _Brain322

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Re: Unused Sprites from XCOM
« Reply #22 on: August 05, 2021, 03:55:55 pm »
Genuinely glad that you guys liked it :)