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Posted: Thu Jul 12, 2012 7:08 am
by Matt
The speed at which you draw all those sprites (by hand?) is incredible.

Posted: Thu Jul 12, 2012 12:22 pm
by CombineC
tacozmeister wrote: So far, I'm liking your little dudes :D
The swordsman guy you made originally is kinda difficult to see and looks more like a blob, but "c'est la vie" when it comes to only a few pixels to work with.
yeah it was my first try in making infantry. think its good foor,
the "blob" like sheme is in front of its heavy shield :/ its difficult to place it wise. its just to big for 50x39 pixel. i think i make a new one.

Posted: Thu Jul 12, 2012 12:31 pm
by CombineC
Cmd. Matt wrote: The speed at which you draw all those sprites (by hand?) is incredible.
3DS max i make the model and overlay it with bones, then i have to animate the bones with 270+ Frames. render all frames, get a sprite sheet, edit the sprite sheet (color mismatch, palete settings, more color mismatch) convert to gif,shp, ready

sweet

Posted: Thu Jul 12, 2012 11:58 pm
by zypres1
I would love to see one medieval.
And also one with small men and horsed like the old nes game I played today, North and South. The line up and attack formations rock.... or civilians uprising against England.

Medieval should have one old hell march with sounds from that time..

Posted: Fri Jul 13, 2012 8:16 am
by tacozmeister
Image

This one?
It's about the Civil War, kinda odd they might rally against England. But yeah, that actually doesn't sound bad. Horses and siege weapons (Belagerungsartillerie) could be full-tile, whereas infantry still only take up 1/5th like normal infantry.
I guess, then, meleers would have 0.5 range whereas bowmen would have 3 to 6 range. 3 for the most primitive bows, and 6 for things like crossbows. People with javelins, slings, or other primitive weapons could maybe have a range of 1 to 2.5. Lancers maybe could even get 1 range, because they have freaking huge lances.

Naturally, siege would have a range of 6 to 12, but 12 would have to be REALLY awesome things like trebuchets (Blide) and 10 or something could be cannons.

Posted: Fri Jul 13, 2012 5:09 pm
by BaronOfStuff
Seeing the speed that you can produce these unit/structure images is really getting my attention, this might even turn out to be a good official mod for the engine. For some idea of weapon ranges, AoE II would be a great place to check and compare values against.

I wouldn't go all-out and have quite as much variety for units as that game though, mainly because the way that tech trees and whatnot worked is considerably different, and early units would become completely and utterly obsolete/ineffective.

On another note, the armour types for units/structures would definitely need expanding; this might take some time to work out and balance, but I really think it would be worth it.

(And for the love of all things in existence, please give 'vehicles' (siege weapons, etc) a fair Rate Of Turn. Having a retreating mangonel instantly spin around 180 and flatten a formation of advancing infantry is rage-inducing and a terrible piece of programming.)

Posted: Fri Jul 13, 2012 8:00 pm
by zypres1
Hmm, north and South is cool with the controlling of the arties self. But what playform someone should make is Cannon Fodder style: http://www.lemonamiga.com/games/details.php?id=215 That would rock. Cannon fodder with Tanya and dogs...

We want you to be dedicated modder drawer for all of us, but if you can focus on making a simple mod from new age, that would be awesome. Mostly for example of the engine, and could inspire others.

Building castles for defence with units inside would be fun, and trebuchers could attack the castles.

The problems with mods is that few gets polished and released(and bundled). We need one moddb thing.

Posted: Fri Jul 13, 2012 9:48 pm
by CombineC
zypres1 wrote: We need one moddb thing.
OpenRa Ressources is a kind of Mod Data Base for OpenRa.

I most dispair on make an complete mod with all these settings and stuff, its hard work and needs much time.
By the way here is a custom map mod i made with much much custom vehicles and buildings i madee (check it out)

i like to make models and i do best effort with it, but i am still at the beginning and learning how to create them. i like to work in the detail so i try to get best possible result.

im a bit scared of making complete new mod cause its much to code to do. expecially in the core (example for horsemen they should not able to turn at the point, they have to run in circles around to change direction.)

but i looking forward to make progress and get this finished (somedays), maybe some of you are interested in help. as i sayed im good in Desing and Artwork, i also good in Yaml. but still learning!

For today im in Holidays for 3 Weeks ;) i try to think over it, making some concepts. calculating some tihnks.

Best regards

Combine

Posted: Sat Jul 28, 2012 4:13 pm
by Matt
CombineC wrote: im a bit scared of making complete new mod cause its much to code to do. expecially in the core (example for horsemen they should not able to turn at the point, they have to run in circles around to change direction.)
This might already work if you create them as air planes flying at zero height (though hacky).

Posted: Sun Jul 29, 2012 3:27 pm
by Czech Army 1
this is good idea make generals... sounds resembling with countries + - ... i will play it > if someone make room coz i cant <

Posted: Mon Jul 30, 2012 4:45 pm
by Holloweye
Man you should do a tutorial how you model, render and animate these units in the 3d program. I think it could help a lot of graphics artists here to make infantry units quickly.

Posted: Mon Jul 30, 2012 6:43 pm
by Matt
The medieval mod idea is much more original than adding generals or countries to RA. I think the idea might be unique in the whole CnC modding community. Although I am not so much into fantasy and historical RTS I know many people who loved Age Of Empires. You might wanna do so experiments with low ranges in weapons.yaml to see how OpenRA engine (especially pathfinding) copes with this. But, this is open source. We even might be able to fix these things.

Posted: Tue Jul 31, 2012 7:44 am
by CombineC
Holloweye wrote: Man you should do a tutorial how you model, render and animate these units in the 3d program. I think it could help a lot of graphics artists here to make infantry units quickly.
Thats a fantastic Idea. but i think my english skills arent good enough for this- I may can do a Tutorial in German maybe someone can translate it?
Cmd. Matt wrote: The medieval mod idea is much more original than adding generals or countries to RA. I think the idea might be unique in the whole CnC modding community. Although I am not so much into fantasy and historical RTS I know many people who loved Age Of Empires. You might wanna do so experiments with low ranges in weapons.yaml to see how OpenRA engine (especially pathfinding) copes with this. But, this is open source. We even might be able to fix these things.
I Remember the Age of Chivalry mod for Source Engine wich brigns sword and bow to Hl2. the same Idea for different game. It was pure awesome.

Posted: Wed Aug 01, 2012 9:20 pm
by zypres1
CombineC wrote: ..
Thats a fantastic Idea. but i think my english skills arent good enough for this- I may can do a Tutorial in German maybe someone can translate it?
..
We will try, and we can also use google transelate, but a german one would still help, ppl would understand and could also use links.. The main one should be in simple english..

Posted: Thu Aug 02, 2012 2:03 am
by Matt
I could translate it.