...is he working on this time?
(http://i1022.photobucket.com/albums/af343/erick_doe/Goblin_Grub.png)
Goblin Grub
(http://i1022.photobucket.com/albums/af343/erick_doe/Goblin_Grunt.png)
Goblin Grunt
(http://i1022.photobucket.com/albums/af343/erick_doe/Goblin_Growler.png)
Goblin Growler
(http://i1022.photobucket.com/albums/af343/erick_doe/Goblin_Gore_Chief.png)
Goblin Gore Chief
(http://i1022.photobucket.com/albums/af343/erick_doe/Goblin_Grudge_Bringer.png)
Goblin Grudge Bringer
Just felt like toying around spriting, seeing what I could come up with. :)
Erick, if I may suggest, make a working prototype soon. It gives you concrete short and long term goals. I can help you with that if you want, but for the love of god don't let all your mods die xD.lol
I tell you because your ideas are generally speaking amazing.
I tell you because your ideas are generally speaking amazing.
Alright, alright. :D I'll try and finish up a working prototype. Need to add three heroes still... I've got the "Yellow Knight" for the Humans, the "Greenhorn" for the Goatmen, and all I need right now is a funny name for a Goblin hero. Anyone?
... and by 360 you mean 180. :P
That I want to see.
That I want to see.
I'll release a demo today.
Furthermore, units move forward "backwards" without having their weapons at the ready. This allows a group of troops to move quickly, but without being combat ready. To be combat ready, the troop has to turn around, or move "backwards" and bring its weapon to bear.
Charge units (a totally custom implementation by me :D) actually do move forward with their weapons at the ready. This allows charge units like cavalry or really big monsters to engage immediatly, while other troops have to maneuver to get ready for battle, after marching.
Oh man I hope I can get out of work soon and go home and play this thing!
Whatever it is! :D
If a footman gets hit by a sword, he very rarely actually gets damaged. Any idea why? Do I have to increase the collision circle?
If a footman gets hit by a sword, he very rarely actually gets damaged. Any idea why? Do I have to increase the collision circle?
As I expected.Because energy weapons rely on a flux build-up, and I disabled flux for the footmen, the damage output was minimum, almost non-existant. It has been fixed.
Melee weapons use (physical) energy. Missile weapons low crossbows use ammo. Magic spells also use energy.
If a footman gets hit by a sword, he very rarely actually gets damaged. Any idea why? Do I have to increase the collision circle?
As I expected.Because energy weapons rely on a flux build-up, and I disabled flux for the footmen, the damage output was minimum, almost non-existant. It has been fixed.
Melee weapons use (physical) energy. Missile weapons low crossbows use ammo. Magic spells also use energy.
also, the hitbox is tiny, maybe make the heros a bit bigger, as well, pull a image of grass and use it as a background instead of green fog
If a footman gets hit by a sword, he very rarely actually gets damaged. Any idea why? Do I have to increase the collision circle?
As I expected.Because energy weapons rely on a flux build-up, and I disabled flux for the footmen, the damage output was minimum, almost non-existant. It has been fixed.
Melee weapons use (physical) energy. Missile weapons low crossbows use ammo. Magic spells also use energy.
also, the hitbox is tiny, maybe make the heros a bit bigger, as well, pull a image of grass and use it as a background instead of green fog
Bigger heroes and creatures will be added eventually. Anyway, I fixed the damage issue by introducing flux. ;)
As for the backgrounds, I'll draw up a few myself. I'll add patches of grass and dirt. Perhaps some ruins.
Thanks for the feedback Sunfire.
Furthermore,
Forests will be nebulae
Haven't decided on asteroids yet. Can we make asteroids stationary (not drift) ? If so, I'll turn them into small buildings.
alright it was just a thought, also the leaf sounds like a nice detail.
just curious how well can you see through the trees? do your units sit on top of them, like ships sit on top of nebulae? i presume that they do since that's probably harder to change than just the graphics.
Gotta love exploding swordsmen.
Gotta love exploding swordsmen.
Well, I missed a lot, didn't I?
Another thing, I say the weapons mounts should have some turn to them, it's not like you stab with a fricking greatsword all the time. -_-
Hey buddy! Love the progress. What I meant is that you can do weapons animations (5-10 frames long) to make the weapons swing when they attack!
{
"music":{
# "source" can also be a directory
"music_campaign":[
{"file":"fantasyfarer.ogg","source":"sounds/music"}
],
"music_title":[
{"file":"fantasyfarer.ogg","source":"sounds/music"}
],
"music_combat":[
# does not work for now
#{"file":"fantasyfarer.ogg","source":"sounds/music"}
],
},
"sword":[{"file":"sounds/fantasy farer/fx/guns/sword.wav","pitch":1,"volume":1.50}],
# Hits by energy weapons - picked depending on amount of damage dealt.
# The damage is modified by armor, so the same weapon will often produce different sounds
# as it punches through armor and deals progressively more damage.
"hit_glancing_energy":{
"sounds":[
{"file":"sounds/fantasy farer/fx/guns/hit2.wav","pitch":1,"volume":1.50},
],
},
"hit_solid_energy":{
"sounds":[
{"file":"sounds/fantasy farer/fx/guns/hit1.wav","pitch":1,"volume":1.50},
{"file":"sounds/fantasy farer/fx/guns/hit1.wav","pitch":1,"volume":1.50},
{"file":"sounds/fantasy farer/fx/guns/hit1.wav","pitch":1,"volume":1.50},
{"file":"sounds/fantasy farer/fx/guns/hit2.wav","pitch":1,"volume":1.50},
],
},
"hit_heavy_energy":{
"sounds":[
{"file":"sounds/fantasy farer/fx/guns/hit2.wav","pitch":1,"volume":1.50},
{"file":"sounds/fantasy farer/fx/guns/hit2.wav","pitch":1,"volume":1.50},
{"file":"sounds/fantasy farer/fx/guns/hit3.wav","pitch":1,"volume":1.50},
{"file":"sounds/fantasy farer/fx/guns/hit3.wav","pitch":1,"volume":1.50},
],
# Explosions
"explosion_ship":{ # when a fighter or ship explodes
"sounds":[
{"file":"sounds/fantasy farer/fx/guns/hit3.wav","pitch":1,"volume":1.50},
{"file":"sounds/fantasy farer/fx/guns/hit3.wav","pitch":1,"volume":1.50},
{"file":"sounds/fantasy farer/fx/guns/hit3.wav","pitch":1,"volume":1.50},
{"file":"sounds/fantasy farer/fx/guns/hit3.wav","pitch":1,"volume":1.50},
],
},
"explosion_from_damage":{ # when a secondary explosion is set off due to a ship being hit
"sounds":[
{"file":"sounds/fantasy farer/fx/guns/hit3.wav","pitch":1,"volume":1.50},
{"file":"sounds/fantasy farer/fx/guns/hit3.wav","pitch":1,"volume":1.50},
{"file":"sounds/fantasy farer/fx/guns/hit3.wav","pitch":1,"volume":1.50},
],
},
# Campaign sounds
"explosion_fleet_member":{
"sounds":[
{"file":"sounds/fantasy farer/fx/guns/hit3.wav","pitch":1,"volume":1.50},
{"file":"sounds/fantasy farer/fx/guns/hit3.wav","pitch":1,"volume":1.50},
],
},
},
}
do swinging weapons use chargeup or cooldown?
You should really sort out the green background. It looks really weird
Right now it looks really strange as it's like a weird green sea, it's sort of like UNDERWATER POLLUTION BATTLES OF FANTASTYYou should really sort out the green background. It looks really weird
Weird how? How am I supposed to sort it out?
A background with detail stays stationary while troops move over it, making it look weird.
With detail it actually looks and acts like a sea. Though, if you feel that the background is too dark, I could make it lighter.
Also understand that I aim to put more small clusters of forests in, making it look a lot better!