Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

Pages: 1 ... 209 210 [211] 212 213 ... 482

Author Topic: Spriters judgement thread [non-sprite art allowed]  (Read 2347502 times)

Ember

  • Commander
  • ***
  • Posts: 172
    • View Profile
Re: Spriters judgement thread [non-sprite art allowed]
« Reply #3150 on: January 21, 2014, 05:00:03 PM »

heh that ship is so OP it took running out of ammo before it was beat
Logged

Magician

  • Commander
  • ***
  • Posts: 156
    • View Profile
Re: Spriters judgement thread [non-sprite art allowed]
« Reply #3151 on: January 21, 2014, 10:42:25 PM »

Spoiler
[close]
Logged

kazi

  • Admiral
  • *****
  • Posts: 714
    • View Profile
Re: Spriters judgement thread [non-sprite art allowed]
« Reply #3152 on: January 22, 2014, 02:42:27 AM »

An update on one of my bigboys, the Mk.II Yoshura, which i also posted a greeble on in the greeble thread in its previous state.

Spoiler
[close]

kudos to MShadowy for giving this monster a facelift. ;)


The sides on that ship are so straight and smooth that it looks a little off somehow. Can you break up the ship's outline at all? (I can understand if you're past the point where that's still feasible...)

Anyhow, new destroyer WIP!
Logged

Tecrys

  • Admiral
  • *****
  • Posts: 609
  • repair that space elevator!
    • View Profile
Re: Spriters judgement thread [non-sprite art allowed]
« Reply #3153 on: January 22, 2014, 04:27:14 AM »

Spoiler
[close]

So this is my fleet so far and now as I see those ships together I think they will never be finished or playable since their style is too different from each other to make up a faction of themselves.
I consider them to be practice and I will start this whole bioship idea from scratch since I'm not happy with those ships in retrospective.

Feel free to use them if you wish.
I will post this in Spiral arms as well.
Logged
Symbiotic Void Creatures 0.5.0-alpha for 0.97a is out
https://fractalsoftworks.com/forum/index.php?topic=28010.0

Erick Doe

  • Global Moderator
  • Admiral
  • *****
  • Posts: 2489
  • "Pretty cunning, don't you think?"
    • View Profile
Re: Spriters judgement thread [non-sprite art allowed]
« Reply #3154 on: January 22, 2014, 06:39:54 AM »

Learning tablet magic
Spoiler
[close]
Next time should watch tutorials on how to draw forest masses better. Also this pseudo-hound can be quite a nice remake of vanilla hound, if its made into sprite.
Spoiler
[close]

That's great! I see you kept the design of the bridge or cockpit, but moved it to the side instead of ontop of the ship. Good choice, I say.
Logged

Hyph_K31

  • Admiral
  • *****
  • Posts: 1605
  • O' Hear My Name and Tremble! Ug Ug.
    • View Profile
Re: Spriters judgement thread [non-sprite art allowed]
« Reply #3155 on: January 22, 2014, 10:18:12 AM »

Gedune Capital concept:

Spoiler
[close]
Logged

"GEDUNE, stop venting in front of your classmates!"

ValkyriaL

  • Admiral
  • *****
  • Posts: 2145
  • The Guru of Capital Ships.
    • View Profile
Re: Spriters judgement thread [non-sprite art allowed]
« Reply #3156 on: January 22, 2014, 10:19:21 AM »

finally got around to it did you? =)
Logged

Hyph_K31

  • Admiral
  • *****
  • Posts: 1605
  • O' Hear My Name and Tremble! Ug Ug.
    • View Profile
Re: Spriters judgement thread [non-sprite art allowed]
« Reply #3157 on: January 22, 2014, 10:20:27 AM »

Don't go getting your hopes up! They're still a long way off.

I do have other drawings ;)
Logged

"GEDUNE, stop venting in front of your classmates!"

Wyvern

  • Admiral
  • *****
  • Posts: 3831
    • View Profile
Re: Spriters judgement thread [non-sprite art allowed]
« Reply #3158 on: January 22, 2014, 10:27:15 AM »

On the Gedune Capital concept: I'd just like to point out that there may be some AI / range issues with that ship design at that size, similar to the ranging issues seen with long thin ships, where its opponents think they're in range, but are actually only close enough to hit the shield bubble.

Note that I'm not trying to say you have to change it - just that this is a potential issue you should at least think about.
Logged
Wyvern is 100% correct about the math.

ValkyriaL

  • Admiral
  • *****
  • Posts: 2145
  • The Guru of Capital Ships.
    • View Profile
Re: Spriters judgement thread [non-sprite art allowed]
« Reply #3159 on: January 22, 2014, 10:32:12 AM »

its a hand sketch wyvern, its not going to be that big.
Logged

Hyph_K31

  • Admiral
  • *****
  • Posts: 1605
  • O' Hear My Name and Tremble! Ug Ug.
    • View Profile
Re: Spriters judgement thread [non-sprite art allowed]
« Reply #3160 on: January 22, 2014, 10:32:53 AM »

Scale is not at all final. xD

I had to halve the size of the picture just to post it!

Don't you worry ;)
Logged

"GEDUNE, stop venting in front of your classmates!"

Wyvern

  • Admiral
  • *****
  • Posts: 3831
    • View Profile
Re: Spriters judgement thread [non-sprite art allowed]
« Reply #3161 on: January 22, 2014, 10:41:32 AM »

I meant "capital sized" - obviously it's unlikely to be quite as large in-game as the image.

The reason size entered the discussion at all is because that shape, on a fighter or frigate, would likely be a total non-issue; for a small ship, the AI's general margin of error in range-finding, not to mention the "extra" range projectiles get when they fade out, is significantly larger than the inaccuracies introduced by non-circular geometry.  At capital size, however, consider an enemy attacking from the front with beam weaponry - it's not going to even come close to hitting armor when it's in range of the shield bubble.  Some (mostly shorter-range) projectile weapons will suffer the same issue.

As I said, this isn't necessarily a showstopper - for example, if the plan is for this capital ship to use the burn drive as its ship system, then it's relatively safe to assume that the AI won't be pulling off the sort of edge-of-range kiting where the ship's shape might be an issue.  Or it may be that AI issues like this just don't bother you as much as they do me, or that you expect this ship to mostly see combat against the player, where AI issues aren't even relevant.  Or, etc.
Logged
Wyvern is 100% correct about the math.

Hyph_K31

  • Admiral
  • *****
  • Posts: 1605
  • O' Hear My Name and Tremble! Ug Ug.
    • View Profile
Re: Spriters judgement thread [non-sprite art allowed]
« Reply #3162 on: January 22, 2014, 10:44:34 AM »

Most of those problems can be solved with not-so-creative positioning of the centre of mass, and related values. Even then this is a non issue because even vanilla ships suffer from this, the main example being the odyssey.

I'm not worried ^_^

Edit:

And by hell, I'm not designing a fleet of spheres! leave that to the Zorg  ;D
Logged

"GEDUNE, stop venting in front of your classmates!"

Wyvern

  • Admiral
  • *****
  • Posts: 3831
    • View Profile
Re: Spriters judgement thread [non-sprite art allowed]
« Reply #3163 on: January 22, 2014, 10:51:40 AM »

Edit:

And by hell, I'm not designing a fleet of spheres! leave that to the Zorg  ;D
Nor should you be; the only reason I mention it for this one is those arms will push the center of collision forward - at best it's likely to be on the very edge of the hull, which gives attacks from the front a lot more empty space to go through before they hit ship than on any of the vanilla vessels.

...That said, making a set of interesting ship designs that were all nearly circular in outline might be a worthy challenge.  If I had the art skills for this sort of thing, I might have to try that...
Logged
Wyvern is 100% correct about the math.

Hyph_K31

  • Admiral
  • *****
  • Posts: 1605
  • O' Hear My Name and Tremble! Ug Ug.
    • View Profile
Re: Spriters judgement thread [non-sprite art allowed]
« Reply #3164 on: January 22, 2014, 10:54:58 AM »

There won't be a finished version of this ship for quite some time, but when I do get around to it, I shall be playing around with an undersized centre of mass... thing. that should make enemy ships aim closer to the hull at odd angles.

Tis but fluff anyway :) We're here for art, not mechanics.
Logged

"GEDUNE, stop venting in front of your classmates!"
Pages: 1 ... 209 210 [211] 212 213 ... 482