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Author Topic: Mod/Sprite Request Topic  (Read 69942 times)
Dronery
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« Reply #1140 on: September 18, 2011, 10:43:29 am »

Uh, I'm not seeing the sheet. Did you remove it to fix it?

Edit: and remember, as I said in my original request, no bitmixing; I want to use them in 2x2 and 1x1 scale without messing them up while resizing
I didn't read the bit about bitmixing ;_;
And the head to body proportion is screwed.

Which class are you trying to make Isaac from?
Engineer
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DeadlyTowersSux
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« Reply #1141 on: September 18, 2011, 01:47:47 pm »

Uh, I'm not seeing the sheet. Did you remove it to fix it?

Edit: and remember, as I said in my original request, no bitmixing; I want to use them in 2x2 and 1x1 scale without messing them up while resizing
I didn't read the bit about bitmixing ;_;
And the head to body proportion is screwed.

Which class are you trying to make Isaac from?
Engineer

Ah, I see. Yeah, the Engy's head is kinda tough to work with when you're trying to make a head like Isaac's. Trust me, I've tried, and it sucked balls; it looked like a Necromorph had already ripped his head off, and only the stump remained  z7  xD
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DeadlyTowersSux
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« Reply #1142 on: September 19, 2011, 02:00:09 pm »

Bump; so how are the sprites coming along? Or have you given up on them?
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Neal_Shireman
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« Reply #1143 on: September 19, 2011, 03:41:16 pm »

I gave up because a powersurge made me lose all my unsaved data.
Sorry man.
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DeadlyTowersSux
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« Reply #1144 on: September 19, 2011, 04:30:48 pm »

I gave up because a powersurge made me lose all my unsaved data.
Sorry man.

Damn, that sucks Jowly. I feel your pain. If no one else will give Isaac a try, I'll just try to make him myself.
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Dusty
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« Reply #1145 on: September 27, 2011, 07:41:26 pm »

Spy vs Spy. not tf2/gg2 spy, but the black and white spies. Players all have a tommy gun and a variety of gadgets at their disposal (instead of all the bubbles, they'd be taken up by gadget menus). however not all gadgets are triggered the same way. some, like the bear trap, are triggered on contact. Others, like the twin axes, are triggered by a nearby tripwire. Others still do completely different things. Games are ctf, and players can place decoy intels which move the real intel (unless it's away from base), and take it's place. the decoy intels even take over the intel arrow. Just think like you are now playing one of the spy vs spy comics.
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]LNW[Twitcher/RA/
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« Reply #1146 on: September 27, 2011, 11:07:09 pm »

Spy vs Spy. not tf2/gg2 spy, but the black and white spies. Players all have a tommy gun and a variety of gadgets at their disposal (instead of all the bubbles, they'd be taken up by gadget menus). however not all gadgets are triggered the same way. some, like the bear trap, are triggered on contact. Others, like the twin axes, are triggered by a nearby tripwire. Others still do completely different things. Games are ctf, and players can place decoy intels which move the real intel (unless it's away from base), and take it's place. the decoy intels even take over the intel arrow. Just think like you are now playing one of the spy vs spy comics.
yaymoney Fund this. yaymoney
However, why not just make it...
A whole 'nother game?
(Because it sounds that way with a mod that huge.)
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YAHR HAR FIDDLE DEE DEE GOTTA GO FAST AN' IT'S ALRITE TO ME
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Dusty
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« Reply #1147 on: September 27, 2011, 11:27:03 pm »

Because at it's heart it'd be a mod.
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« Reply #1148 on: September 27, 2011, 11:30:46 pm »

This is true.
I just feel at some point a mod turns a game into a completely different game.
Such as what... GMod did with HL2.
(Assuming I'm getting what I'm saying right.)
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YAHR HAR FIDDLE DEE DEE GOTTA GO FAST AN' IT'S ALRITE TO ME
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RebelINS
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« Reply #1149 on: September 27, 2011, 11:39:35 pm »

how would that even work in a team setting? the whole charm of spy vs spy is that they keep coming back with something new. unless you split up the different weapons/archetypes to different classes. ie. assault spy, stealth spy, trap spy, trickster spy, etc
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« Reply #1150 on: September 27, 2011, 11:51:08 pm »

it might be fun if every single key on the keyboard is mapped to some sort of trap

easier too, as an ongoing mod where new shit is added every day.

i'm sure there's a few neckbeards on here who would set out to master all 40 or whatever traps.
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go canada or whatever, maybe your country is cool too
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« Reply #1151 on: September 28, 2011, 09:06:51 am »

how would that even work in a team setting? the whole charm of spy vs spy is that they keep coming back with something new. unless you split up the different weapons/archetypes to different classes. ie. assault spy, stealth spy, trap spy, trickster spy, etc
Well, I was planning on having every spy have access to all the traps, but who knows how many spies there are, considering how often they die.
I'm looking through my spy vs spy collection, and I think that the spies relied on these things to kill the most:
Cannons
Machineguns
Tnt
Various slicing mechanics
Clubs
Various other explosives

A spy could be dedicated to the explosives, one to fake walls, wind up dummies, things like that, and one to the actual tripwires and traps like I said earlier.
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Lemonade
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« Reply #1152 on: September 28, 2011, 02:33:02 pm »

Hm, then it would be interesting to restrict the number of players of one "spy class" to one only, so the players can't go all explosives and have to work as a team.

Alternatively, here's an original idea :

A spy can choose a branch to specialize for his current life / the round / whatever. There are, say, 4 categories with 6 specialized, actively triggered gadgets in each plus 4 all-around passive gadgets. The categories are organised like this :

Players have an amount of "gadget points" they can spend on a limited number of gadgets. First, the player chooses his first ability in a skill branch (Explosives, Stealth, Long range, Short range, but not All-around) for 1 gadget point. The farthest from the center an ability is, the more powerful and useful it is compared to the others in the skill branch.
But here comes the trick : You can't choose all powerful abilities in each branch. You need to choose the abilities next to each other (no diagonals) to upgrade your way to the other skill branches and reach the nice stuff until you run out of skill points to spend.

Here's an example upgraded path :


Obviously that would require some crazy balancing and weapon syncing but I guess it's an interesting concept and easy to understand ingame despite seeming complicated when written. I would love to help on, say, the gadget sprites.
« Last Edit: September 28, 2011, 02:37:33 pm by Lemonade » Logged

i already have a pet that follows me around 24/7

it's called  z4

you may have seen it
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Yeah so now I have an idea


« Reply #1153 on: September 28, 2011, 04:59:40 pm »

so basically monday night combat
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« Reply #1154 on: September 28, 2011, 06:53:12 pm »

You guys cann go make mnc, I'm sticking with the 'class' idea rebel had.
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