Author Topic: Ryskeliinis sprites  (Read 65001 times)

Online Yankes

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Re: Ryskeliinis sprites
« Reply #60 on: June 02, 2013, 01:50:07 pm »
bio-weapons is fun idea and this cult bases can be interpolate to current alien base assaults. Best if will be possible to dig in using some explosive :)

Offline Warboy1982

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Re: Ryskeliinis sprites
« Reply #61 on: June 02, 2013, 03:06:26 pm »
alien worshiping human cultists? that could pose a sirius threat to Xcom.

Offline Ryskeliini

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Re: Ryskeliinis sprites
« Reply #62 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!

« Last Edit: June 10, 2013, 01:59:31 pm by Warboy1982 »

Offline Ryskeliini

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Re: Ryskeliinis sprites
« Reply #63 on: June 06, 2013, 03:07:22 pm »
"Did you hear someth--"

Offline mercy

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Re: Ryskeliinis sprites
« Reply #64 on: June 06, 2013, 06:29:37 pm »
Wow this looks superb!!

Jump-started my mind to reduce size of yellow explosion and add flying fleshy bits instead.  Would coding  longer explosions like this be possible for MODs?

Because explosions are relatively easy to do and we could add tank explosions, reaper-explosions with flying guts & gore + alien blood, for most exploding alien types.

If modding in longer animations is possible then alien's guts & pieces could bounce a bit leaving a mess on the ground (all done in anim frames) and maybe leave the last transparent explosion-frame on the Battlescape resulting in a corpse.

The last frame of these special deaths always should end in a particularly gory alien corpse lying still mangled and bits & pieces resting around. Or just leave there some greasy-gory blue/green burned blood patch (scorched) one hand maybe remaining of the whole creature.
« Last Edit: June 06, 2013, 06:35:10 pm by mercy »

Offline Warboy1982

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Re: Ryskeliinis sprites
« Reply #65 on: June 10, 2013, 02:01:28 pm »
hope you don't mind, i modified the attachment on your post to add the list order and clean up the folder structure of the combat armor mod.

Offline Ryskeliini

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Re: Ryskeliinis sprites
« Reply #66 on: June 10, 2013, 05:40:57 pm »
Not at all, just go ahead. I'm glad that you even made that work ingame ,thanks!  :)

i'v been working on suicidal zombie animations sprites for now. Next ill finish those battlescape alien weaponery sprites + projectinal shot-sprites for them.. maybe draw magazines for some of them.

 Probably after that ill head finishing that droid sprite sheet wich i started ages ago, but im still mindstorming wich sprite sheet/layout i should use for it. its currently made on XCOM_0 (that Xcom agent with a jumpsuit) wich has awful amount of sprites in parts. Probably best to change to civilian male sprite sheet, since it has whole sprite in one image. Prolly only animations are the legs when moving, hands will be stiff position like letter "L" pointing towards (not waving hands like other units are moving) maybe shoulders bound up n down when it moves, just a small animation, but getting later on that.

oh and that suicidal zombie when its about to explode... imagine it with something similiar sound like this :>  https://www.youtube.com/watch?v=T_8BSBB1JtQ

Offline mercy

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Re: Ryskeliinis sprites
« Reply #67 on: June 11, 2013, 09:10:44 am »
Thank You Warboy for the graphics MOD fix! Combat armor now works with Flawless Victory!

Offline pmprog

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Re: Ryskeliinis sprites
« Reply #68 on: June 11, 2013, 12:11:43 pm »
alien worshiping human cultists? that could pose a sirius threat to Xcom.
I see what you did there.... ;)

anonilsus

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Re: Ryskeliinis sprites
« Reply #69 on: June 11, 2013, 02:16:33 pm »
This looks very much like the most promising source for creating a graphic replacement mod for all the copyrighted original graphics.

Offline mercy

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Re: Ryskeliinis sprites
« Reply #70 on: June 11, 2013, 10:06:15 pm »
alien worshiping human cultists? that could pose a sirius threat to Xcom.

If cultists will be made, countries they are operating in should sign a pact faster with the aliens. Also in occupied countries a lot of cultist attack may happen so XCOM may get called to a Cultist Terror site, where the cultists are practicing civilian sacrifices.

Offline Ryskeliini

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Re: Ryskeliinis sprites
« Reply #71 on: June 14, 2013, 03:41:11 pm »
amongst drawing those other sprites i got inspired by Pmprogs UAV idea, i made "hastly"  this  Sentry turret ..

Includes: Geoscape animations, destroyed ani, wreck sprite and inventory sprite.
Adding later prolly new inventory sprite (Folded sentry in smaller size rather than a case, maybe) & Research image. New wreck ani (a better one)


Offline Hythlodaeus

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Re: Ryskeliinis sprites
« Reply #72 on: June 14, 2013, 06:02:34 pm »
Since you seem like a talented bloke, I might as well leave a small suggestion for a mod. Do you think you can find a way to put some of the "energy shower" particles from HWPs and Cyberdiscs below the Flying Suit's battlescape sprites backpack? I think this would be a really cool way to immediately tell which soldiers would be flying and which would be standing on ground.

Offline Ryskeliini

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Re: Ryskeliinis sprites
« Reply #73 on: June 14, 2013, 07:28:19 pm »
not a bad idea, i would love to see also a flying suit with fly animation...  i made for starters 3 kinds of flames. spreading ,pulsating and just straight forward flame.. and all in one just for fun. Now i realised that All-in-one looks for me the best option.. well 4x9 sprites to go. hm, flying animations would have 72 sprites then, would it be possible even to code that into game? ..i just want to make sure before ill do anything :p

Edit: each image has now 3 frames looping.

Offline pmprog

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Re: Ryskeliinis sprites
« Reply #74 on: June 14, 2013, 09:17:42 pm »
Personally, I think the spread fits best. The pulse and all-in-one seem a bit too sporadic to keep somebody in the air IMO :)