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Posted: Sun Mar 14, 2010 4:28 am
by Dat Viymese
May the gods strike me dead now but Hell!
You are a genius!
i can't say anything else...at a loss of words...

Posted: Sun Mar 14, 2010 4:35 am
by AlphaDetisMegas
maybe a good idea to merge some of the larger parts of the shipyard, that would make it a lot smaller in section count. apart from some rather spindly corners on the bays and the rather odd placement of the shuttlebays, its awesome. really nicely done with the construction arms/booms.

Posted: Sun Mar 14, 2010 6:37 am
by Rodgun
Yeah, I'll have to do that. Probably for the four new construction bays. Though, how do I do that? :?
Do I make a whole new, huge sprite for the larger parts by combining the sprites or something like that?

Posted: Sun Mar 14, 2010 12:03 pm
by Rodgun
I managed to fix the mentioned issue of the shipyard not loading by doing a very simple thing. Splitting it. The huge-ass shipyard is now two separate structures.

Main Shipyard
Image
- X3 Resupply Stations
- X4 Repair and Resupply Stations
- X1 Capital Construction Bay
- X2 Nanomatrix Repair Modules (the blue glowy things on the extended parts right where the Repair and Resupply Stations are. Part of them actually.)

Auxiliary Shipyard:
Image
- X4 Nanomatrix Repair Modules (located on the Construction Bays)
- X4 Frigate Construction Bays
- X2 Repair and Resupply Stations (where the HE Crimson Sky is at.)
- X2 Shuttle Docks

Posted: Sun Mar 14, 2010 8:03 pm
by Imaillusion
You see the areas where the ships dock and there ae those robotic arms? Maybe you could make triggers for the arms, so when a ship is docked, the arms move around and they shoot off little arcs of electricty, like weiding arcs, making it look like they're reparing the ships

You could also put lighting doodads on the sections around the docking bays, like guiding lights

Posted: Mon Mar 15, 2010 9:06 am
by Rodgun
Added some guide lights for the construction bays of the Auxiliary Shipyard and added the repair matrixes as well, in the same style as with the Main Shipyard. I don't think it is possibly to make the arms do that. I mean, not practically. I tried it and the pieces are just too big to move around fluidly with the design. Cutting them breaks them. Doodads can't be given trigger effects. Plus, laziness kicks in considering all the RL stuff I have to deal with right now. But yeah, thats a good idea. When I have more time I'll look for a way to do that. Or make something else :P

Posted: Mon Mar 15, 2010 12:21 pm
by jwa8402
Doing the repair arm thing isn't hard and its been done before. You just have to use joints and drivers, why would doodads be necessary? You can put the doodad 'welding' graphic in as a section and somehow trigger it to fade in and out if you really want it off when ships aren't around, but its not like you would be practically able to line up a ship with that anyway.

Posted: Mon Mar 15, 2010 12:38 pm
by Rodgun
That's true. And also:
OH SHI- forgot the part about the joints. In that case, I think I got an idea for that. Thanks man. Going to update to that once I got the time.

Posted: Thu Mar 18, 2010 6:17 am
by Rodgun
Arm movement completed for the main shipyard!

Image

Posted: Fri Mar 19, 2010 5:44 am
by vidboi
nice work. the only problem i can see is that with all the actions synchronised it just doesn't look quite right. you could try staggering them, or give them different timings

Posted: Fri Mar 19, 2010 7:24 am
by Silverware
Give each mechanical piece a different speed to do things in, so they only sync up a little. It makes the overall animation much longer and much much more interesting.

Re: Rodgun's Ships

Posted: Mon Apr 26, 2010 11:29 am
by Rodgun
Alright guys, I'm back and I bring with me a new ship.

Crusader-class Combat Destroyer
Image


I want to clear out two things.
1st. I know that mostly DST sections are used here, but that is kind of the point. This ship, after all, started as a challenge made by a some of my BSF-enthusiastic friends before evolving into what it is now.
2nd. The ship in question was inspired by another ship. The STI destroyer.

Re: Rodgun's Ships

Posted: Mon Apr 26, 2010 11:49 am
by Silverware
The DST sections themselves are fine, its the blue sections that ruin it.
Try just removing the blue sections and going with just what is currently grey DST.
Then work on the nose a little.
The rest should be fine after that.

Re: Rodgun's Ships

Posted: Mon Apr 26, 2010 3:04 pm
by Squishy
I recommend repositioning the blue instead of removing them entirely. The ship is too squarish and flat to survive the loss of flavour colouring.


Also, the ship invokes that space retro-feeling, something you'd see from 1960s~1970s sci-fi ships from television. The ship is composed of almost entirely right angles and a single shade of gray. This hurts the ship's look too much when you've already made it mostly of DST sections (DST sections are very difficult to pull off just by themselves).

Keep the right angles if you must, but shift the 'lines' around to lessen the checkerboard effect.

Start working on shading the ship with lighter and darker grays. Anything to make it unflat.


Your previous ships looked better, but taking new directions is encouraged. This ship is super flat and ultra blocky compared to your old, fluent designs. Try these suggestions and see if it helps.


Doodad work, however, remains top notch. I'm glad to see some people who know how to use doodads to add to a ship.

Re: Rodgun's Ships

Posted: Tue Apr 27, 2010 7:30 am
by Rodgun
Image
Image

Ok, let see here. I attempted to eliminate some of the blockiness there while still maintaining the shape. I think I succeeded somewhat there. Also made it somewhat bulkier and fixed the broken nose. Also, just for hell of it, added two sensors on the rear. Y'know, those radar dish things.

Note: It appears 30 frames, for me atleast, is the max GIMP will use to make a gif file small enough for Photobucket to accept. Any more and it gets shrunk down, like seen here.



Kae edit: Crop your screenshots.
Ok. Done.