Rotating proc
In response to Multiverse7
It's for Armored Units, having a top-down perspective. It's an extremely simple several lines of code to generate an icon with any number of rotations.
var icon/result = icon('to rotate.dmi')
for(var/n in 0 to 360)
var icon/temp = icon('to rotate.dmi')
temp.Turn(n)
result.Insert(temp, "[n]")
return result

This heavily bloats the resource cache (especially with large icons), so it's generally done with a factor of 360.
//  e.g. 36 states
for(var/n in 0 to 360 step 10)

It also takes longer if you want anti-aliasing in your rotations.
var width = temp.Width()
var height = temp.Height()
temp.Scale(width * 2, height * 2)
temp.Turn(n)
temp.Scale(width, height)

Hopefully, the object transforms feature will be coming soon.

The top-down perspective has its benefits; you don't need a 3D model for 360 directions, especially.
It would not make a difference at all because the blurring isnt a problem,look at spirit age it uses fairly large sprites and doesnt suffer from this.
The HD one looks like it's the pixelated one, with camouflage applied.
In response to Kaiochao
Kaiochao wrote:
It's for Armored Units, having a top-down perspective.

Apparently I'm just looking at that thing wrong. Whenever people talk about top-down they typically mean the oblique RPG variety, where everything leans to the top of the screen. It never really occured to me that this game is literally going to be top-down, as in 90 degrees, vertically straight down. I guess I have just never played many games that truly have that flattened perspective. They certainly seem to be quite rare.
Yeah there's not too many Multiverse, It is a proper top down game :)



Here's a vid from a post Chris did beforehand.
That's different for sure. It just seems odd to me, but not really in a bad way. I just don't think I have ever played anything with perspective even remotely similar to that.

Anyway, have you considered adding icon state transitions to the buildings, to make it look like the perspective is changing depending on what side of them you are on? I think it could be done without lag if you keep it simple. I don't know how well it might run in multiplayer though.
This is an extremely old video. not using any art from this.




finished walk cycle for leg unit.


working on firing animation for the 120mm cannon. the muzzle flash and smoke effects will be added via run time.

behold the highest calibre cannon available! the 406mm/16" single gun
oOOooOooOOoOO
In response to Zane444
Zane444 wrote:
behold the highest calibre cannon available! the 406mm/16" single gun

is that life size ? O.o
In response to Ether7
Ether7 wrote:
Zane444 wrote:
behold the highest calibre cannon available! the 406mm/16" single gun

is that life size ? O.o

Looks smaller if anything, they tend to have those guns on warships lol.
The only problem I'm seeing with the "HD" ones is that the color placement is awkward. it seems like you gave it a ripple pattern instead of a cammouflage pattern that i asume you were going for.

If you're willing to venture into photoshop patterns I believe it would not only make it more consistent but also more realistic (which is what I believe you've tried to do.)

here's what I mean.
Image and video hosting by TinyPic

added grass tile, some objects...

update!
the 406mm is scaled down to fit on the platforms.

of course the guns will have recoil effects on the platform itself but this is just an example.


Pandora... I'd love id you teach me how you got those results. Im still new to using Photoshop.


Photoshop... is an enigma...
In response to Zane444
Um, the side guns largely look like they fit there but that cannon on the center left just looks like it's been pasted on and doesn't fit at all.
its on a hard point. i cant make everything look perfect...
In response to Zane444
Yeah but you've destroyed the illusion which turns a professional looking mech into an amateur mech. I wouldn't play a game that allowed just anything to go on a hardpoint cause it's on a hardpoint.
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