Author Topic: GH2 Loading Screen Submissions  (Read 11878 times)

Offline macksting

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« Reply #30 on: June 18, 2007, 09:41:55 PM »
Actually, it looks like a good approximation of the usual GearHead terrain features. I like it.

Offline SharkD

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« Reply #31 on: June 19, 2007, 10:27:24 AM »
If GH1's graphics engine were enhanced a bit, I would be able to import a lot of these graphics into the game.

Offline Joseph Hewitt

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« Reply #32 on: June 20, 2007, 03:59:49 AM »
You'll be happy to know that I do have the custom shot/hit graphics written down on the GH2 to-do list. Actually, what I really want to do with the GH2 graphics engine is scrap the whole thing and find someone qualified to do it.

I've added the outdoors battle to the image list. I didn't add the size comparison chart yet- the Kojedo and Trailblazer should be smaller than they are, the Vadel should have the same shoulder height as the Jos, the Maanji and Radcliff should probably be bigger as well. The Maanji has a slightly larger frame than the Jos does.

I think I said somewhere that the average GH mecha should be 16m tall. That puts it roughly between Battletech (12m, originally) and Gundam (the RX-78-2 is 18m). This is a good height for Class 5 battroids. I'd go around 13m for the Trailblazer. Other mecha types, such as arachnoids and zoanoids, should be shorter but wider compared to battroids- I think the Kojedo would look good at 10m to 12m tall.

Offline macksting

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« Reply #33 on: June 20, 2007, 09:00:31 AM »
Just how big should the Monstrous be?

Offline SharkD

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« Reply #34 on: June 20, 2007, 12:54:07 PM »
Could you please list each (pictured) mecha and the height they should be in meters?

[edit]
Is this better?

\"\"

Offline Joseph Hewitt

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« Reply #35 on: June 21, 2007, 05:46:05 AM »
Yes, that is better. The Condor should be a bit smaller- as a Class 4 mecha it should be around 15m tall (going by my new heuristic of 11m + Size = height of a battroid mecha). The Renegade, being a SF:2 design, should also be noticably larger than the SF:1 designs. The roof could be around 3m tall, I think.

Renegade: 3m
Doom Buggy: 2m, a big car
Rover: slightly under 2m, not counting spoiler. Basically a car.
Trailblazer: 13m
Kojedo: 11m
Jos: 17m (including head fin)
Vadel: 16m
Radcliff: 16m
Maanji: 18m (including rocket packs; head should be at 17m)
OvaKnight: 19m
Condor: 15m

Offline SharkD

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« Reply #36 on: June 21, 2007, 12:25:48 PM »
Maybe switch the the stats for the Renegade with that of the Doom Buggy? I say this because the Renegade's model was built to a certain scale and shouldn't be enlarged. Otherwise, we'll need to find a new model for it.

Offline SharkD

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« Reply #37 on: June 21, 2007, 06:21:20 PM »
I added a road:

\"\"

Offline SharkD

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« Reply #38 on: June 23, 2007, 10:18:07 AM »
\"\"


Switched to a different method of adding a road. Rearranged things a bit.

Offline Karoline Dianne

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« Reply #39 on: August 14, 2007, 02:17:04 PM »
wow, looking at those screenshots, GH2 is going to be awesome when it's done!
I always preferred the ASCII versions of the game, because the in game graphics were kind of an eyesore to me.
But seeing that city battle screen...
WOW
it'll be amazing

Offline SharkD

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« Reply #40 on: August 14, 2007, 10:29:59 PM »
Those aren't screenshots. They're concept art. SORRY!!!!

Offline Karoline Dianne

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« Reply #41 on: August 15, 2007, 07:41:48 AM »
<.<;
...............






oh...

Offline Anticheese

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« Reply #42 on: August 15, 2007, 10:14:34 PM »
Still, given time all things are possible. A while back there was someone who appeared to be interested into making an improved version of Gearhead. Perhaps there will be someone serious in the future.

Offline Joseph Hewitt

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« Reply #43 on: August 16, 2007, 05:51:47 AM »
GearHead really needs a decent graphics programmer, and unfortunately that isn't me. I ought to be using a graphics engine rather than trying to write my own; unfortunately, I don't know of any good 3D engines written in (or with headers for) Free Pascal.

Offline Karoline Dianne

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« Reply #44 on: August 16, 2007, 06:12:22 AM »
I can totally see Gearhead turning out like a more complicated Front Mission type of game. Has anyone played that? It's like  mix between armored core and final fantasy tactics. The way gearhead is set up, the finished product may look similar to that, only with more to do.
as for a graphics engine... I'm not sure I can help. My only programming experience is in making side scrolling shooters and such using gamemaker.
But Gearhead is THE absolute BEST roquelike ever made. Although as of now, I find the gameplay much better in ASCII, I can see this game going to the point of being found on shelves in the local game store. I can see Adam Sessler an Morgan Webb giving it a great review. I can see it as game of the month in GI magazine.
All you need is some time. you'll figure out how to do it. I know you will. And when you do, and it's one of the most popular next-gen games out there...
I'll be proud to say I was playing it back when it was just a half finished idea that used numbers and letters as graphics. ^_^