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Posted: Wed Nov 12, 2008 8:51 pm
by Arcalane
We have enough direct-fire AoE now, tyvm. :P

Any thoughts on the plasma explosions, guys?

Posted: Wed Nov 12, 2008 9:00 pm
by ArcaneDude
It still looks a bit like a Covenant weapon, with the claw shaped barrel and all. That's why I thought "plasma".

Posted: Wed Nov 12, 2008 9:25 pm
by lightstriker
for the plasma explosions: they're both pretty good, much better then the original. I'd go with the bottom one personally, the expanding ring looks pretty good.

Posted: Thu Nov 13, 2008 8:54 am
by Arcalane
Tricannon GIF;

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Needs some 'return to idle' frames IMO. Perhaps twice as long as the firing existing animation?

Posted: Thu Nov 13, 2008 9:14 am
by Kazuael
You could flip the frames so that it recoils quickly and returns slowly instead of the other way around.

Posted: Thu Nov 13, 2008 9:20 am
by Arcalane
Possibly. It returns quickly because there's only four or five frames in the animation, so you're seeing it restart basically. Shout at DS, seeing as he made it. ;)

I also appropriated the firing effect for the twin AC;
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Ed: R. Arty and the two tacnuke redesigns;
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Too similar?

Ed2: Updated with another firing anim with bigger flares.

Posted: Thu Nov 13, 2008 1:59 pm
by TormakSaber
Too similar, IMO.

and aaaaaaaaahhh trigun is biiiiiiiiiiiiiig

Posted: Thu Nov 13, 2008 2:13 pm
by Anna
They are quite similar, but I like that, because I want something that looks somewhat like the Repeating Arty, but has the tacnuke explosion.

Also, the plasma explosion with the shockwave rocks. Use that one.

Posted: Fri Nov 14, 2008 1:43 am
by Kaelis
Guys, remember that we will have turretsections soon. With those, turret-like weapons will be pointless. Better concentrate on making turret bases for turret sections and weapon sprites that fit those bases.

Posted: Fri Nov 14, 2008 5:08 am
by Kanosint
Kae, I was just thinking that... Maybe instead of making so many turrets, best to make single, turret-less cannons to stuff in turrets? Makes single fixed cannons also look better...

Posted: Fri Nov 14, 2008 5:51 am
by Arcalane
Kaelis wrote:Guys, remember that we will have turretsections soon. With those, turret-like weapons will be pointless. Better concentrate on making turret bases for turret sections and weapon sprites that fit those bases.
There will still be weapons that can't be turret mounted, and some that look better when using a 'dedicated' turret object, IMO.

Dedicated sprites also allow us a lot of freedom in the firing effects area, where animations can involve details on the turret iself, and the entire thing comes together as one nicely designed piece, instead of an ugly-looking block with a pair of guns stuck on. :P

As it is, we have no real guns I can see that would fit for being put on a turret. :? Railguns, maybe, but that's it.

Posted: Fri Nov 14, 2008 7:30 am
by Lord-General Thunder
Arcalane wrote:
Kaelis wrote:Guys, remember that we will have turretsections soon. With those, turret-like weapons will be pointless. Better concentrate on making turret bases for turret sections and weapon sprites that fit those bases.
There will still be weapons that can't be turret mounted, and some that look better when using a 'dedicated' turret object, IMO.
The best way you could implement turretsections, IMO, is by having a boolean IsTurret option for rotsections. All it needs to do is point at the target like a regular weapon does. Then, I guess you'd need to implement a "launch arc" for all weapons.

Is there any particular reason why we wouldn't be able to mount certain weapons on turrets? Common sense doesn't count. (i.e. Demeter launchers on turretsections.) :P
Dedicated sprites also allow us a lot of freedom in the firing effects area, where animations can involve details on the turret iself, and the entire thing comes together as one nicely designed piece, instead of an ugly-looking block with a pair of guns stuck on. :P
Think of it this way; you get to focus more on the gun itself and less on the thing the gun is mounted on. You can leave making that interesting to the player.
As it is, we have no real guns I can see that would fit for being put on a turret. :? Railguns, maybe, but that's it.
Torpedo launchers, missile launchers, beamers, shock beamers, megabeamers, mining beams, pulsars, drivers, repeaters, scatterbeams, and minimissiles seem to be good candidates to me, followed by a maybe for particle cannons and flash bolters. :lol:

Posted: Fri Nov 14, 2008 7:32 am
by Kaelis
Kanosint wrote:Kae, I was just thinking that... Maybe instead of making so many turrets, best to make single, turret-less cannons to stuff in turrets? Makes single fixed cannons also look better...
Thats basically what i meant when i said "concentrate on making turret bases for turret sections and weapon sprites that fit those bases".
Arcalane wrote:There will still be weapons that can't be turret mounted
Uh, no. AFAIK all weapons will be compatible with turretsections.
Arcalane wrote:and some that look better when using a 'dedicated' turret object, IMO.
Huh? Elaborate?
Arcalane wrote:Dedicated sprites also allow us a lot of freedom in the firing effects area, where animations can involve details on the turret iself, and the entire thing comes together as one nicely designed piece, instead of an ugly-looking block with a pair of guns stuck on. :P
What makes you think you can't do that with turretsections?
Arcalane wrote:As it is, we have no real guns I can see that would fit for being put on a turret. :? Railguns, maybe, but that's it.
Well, you have weapon x/y scale, and youll have weapon depthing, transparncy (invisible weapons), and maybe even custom weapon sprites. All that coupled and you can make virtually any weapon look good with turretsections.



In the end, turret sections will be just rotsections that derive their angle from a certain turret (driver), instead of rotating themselves. You will be able to pick said driver for turretsection, possibly make it invisible/invincible/not actually shooting anything. Then you link all weapons you want turreted to said driver, which means they will shoot the same target/face the same target/shoot at the same time (with delays).

Posted: Fri Nov 14, 2008 9:43 am
by Venator
An idea I just had: A weapon/module who's projectile explodes into a 'persistent' area that intercepts incoming projectiles like point defense, allowing you to create a true "flak wall".

Also, how about a beam that naturally deflects like it's being Rorschach'd? Some kind of beam-whip. Not sure how possible it'd be to program that, though.

Posted: Fri Nov 14, 2008 10:46 am
by Arcalane
Kaelis wrote:Uh, no. AFAIK all weapons will be compatible with turretsections.
I meant in terms of appearance. Some have "inbuilt" turrets; gatblasters, tachyons. Others just won't work, like Megatachs. :P
Kaelis wrote:Huh? Elaborate?
Such as some of the turrets we have now.
Kaelis wrote:What makes you think you can't do that with turretsections?
What, are we going to have thousands of instances of the same turret just for slightly different turret-based firing animations? :?

~~

Anyway, stop derailing my goddamn topic! :P