And here we go, the Puma sprited up:
Looks great.
With the Puma done, there's now a sprite for every mecha that has an in-game portrait.
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And here we go, the Puma sprited up:
1. How do you use the loadscreens? do I need to update a file somewhere with the new screen filename?
2. My contribution:
This is probably what I remember, but I'm almost certain there's another one with a pixie or something with wings...




Say, could somebody host and post the Chimentero sprite?
Also, you can grab the Chimentero sprite off SharkD's Graphics set.
A lot of the Gearhead Mecha look rather lame with only their neutral standing pose. Hopefully in the future gearhead can be coded with minor animated sprites.
We're running out of mecha with portraits, though. I think there's only a couple left.

In the meantime here's the Mebsy sprite set, and I've updated my post on the previous page with the updates too
{ If this is a combat skill, check for RAGE. }
if ( Skill <= 10 ) and ( NAttValue( Master^.NA , NAG_Talent , NAS_Rage ) <> 0 ) then begin
Morale := NAttValue( Master^.NA , NAG_Condition , NAS_MoraleDamage );
if Morale > 0 then begin
SkRk := SkRk + Morale div 20;
end else if Morale < -20 then begin
SkRk := SkRk - 2;
end;
end;
I made a quick fix to better fit into the sprite sizes. I used the cha_m_citizen sprite for size reference.
A new sprite as well. Adventurer/Mechanic I think.

However, I do like diversity in mecha design and the mech does make sense in story. So rather than delete this mech, the rules should probably be fixed so that artillery pods can do things mounting points can't.
In a game where half of everything looks like a Buru Buru, I'm not that picky. I went through a while back and made the Chimentero use the Radcliff sprite just so I'd know "That is a big powerful mecha I should pay attention to!" with one glance, for example.
Also, look around the GH1 images folder for monster_robot. As far as I know it's unused by the game, but it's really cool looking and begs to be used by some sort of badass mecha.

* Can we make Garu Supersoldiers and Stone Dragons not look like generic blonde guys, without recompiling the game?

* Can I modify TS_Story_RobotWarriors to make it harder at the top end?
. 
* Why does PLOT_Justice never activate for my really really godlike character?
That sprite doesn't look very helicoptery. I shrunk the Quetzal, let me know what you think.
) looks more like a SF:1 helicopter than the aer_bee does. Good job!
Eh, I guess I'm just inordinately fond of energy weapons. I'm a Mecha Artillery fan, and much as I like a good cannon, I find the energy weapons tend to be more my style, with missiles for bombing runs.
)
)and the Gladius is a Chimentero-like custom Savin, which means a Chimentero which acts like a Savin.

Awshit, it uses aer_bee.png, which isn't GearHead standard. I haven't the vaguest idea where I got it, to be honest, though it's GearHead material. Do you have that in your Images? If not, use the image for the Rover and just laugh at the flying cars.
Lessee if this works:
aer_bee.png
*raises eyebrows* Good point about wing armor. Now, aerofighter, hoverfighter, gerwalk, or ornithoid...? What is its role? Combat, surely, but why? We have the Wraith already for air superiority.
Assuming the Gigas is a bomber, do the FedTer have any dedicated bombers?
Addendum: I want to know how to justify this one because I'm genuinely interested. Pinnacle torsoes need only premises. This winged heavy needs a real raison d'etre.
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