TA: Kingdoms Mod - Page 2

TA: Kingdoms Mod

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

Moderator: Moderators

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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

hehe i loved that mission where u had 6 odd cannons against taros lvl1 untis :>
AxlRoseRX
Posts: 11
Joined: 14 Nov 2005, 07:08

Post by AxlRoseRX »

and here the first screenshot:

http://www.kingdoms-rx.com/spring/scree ... ramon1.jpg

Image
Last edited by AxlRoseRX on 18 Jan 2008, 07:10, edited 1 time in total.
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

wow. *hugs in a non-gay way* sweet work dude. shotgun beta testing :D
EDIT: how the fuck are u going to implement the sweet weapons etc we had in Kingdoms, u know the way u could switch units between several weapons/modes? sounds hard but i'm sure you'll manage it :D
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Yawn.

Image
Image
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Good News:I can't belive its not TAK!!!!

Bad News: UGLEEEEEEEEEEEEEEEEEEE!!!!

Really, could someone retexutre the god for ameron? He looks awfull! But the king (i forgot his name) looks cool. I cant wait to fight zombie to zombie, stone giant to stone giant!
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

actually I would like a more direct port of TAK without changes... then someone else could mod it.

After all a BASIC port would give other people the chance to really elevate the content.
AxlRoseRX
Posts: 11
Joined: 14 Nov 2005, 07:08

Post by AxlRoseRX »

Taros:
Image
Last edited by AxlRoseRX on 18 Jan 2008, 07:14, edited 3 times in total.
Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

Seeing as the scale is different to TA, shouldn't TA:K units be about half the size? It would also solve the 'ugly' issue!
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Michilus_nimbus
Posts: 634
Joined: 19 Nov 2004, 20:38

Post by Michilus_nimbus »

I think scale is a lot more important in TAK:Spring than any other mod.
Anyway, some things just look simply amazing.

I wonder how you're going to solve the mono-resource problem though, and it would simply rock if you could change the nanolathing effects into TA:K's "intangible mass"
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Zoombie
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Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Yeah...the intangable fog type thing was cool.
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

Gnome wrote:Yawn.
...
Is that like a bad thing?
Zoombie wrote:...
Bad News: UGLEEEEEEEEEEEEEEEEEEE!!!!
...
...?
I think they look very nice...
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

PauloMorfeo wrote:
Gnome wrote:Yawn.
...
Is that like a bad thing?
Nah, he was just showing a screenshot with only one unit from the work I did, so I showed a couple better ones. Nice to see he's started on Taros though (I only fiddled with Aramon).
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Zoombie
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Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Well...its just the texture looked really muddled. And i had just played the godhood that is Half Life 2, so i might of been a little biased in the hightech range of graphics.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

I like the clean and simple texture. It's odd that TA:K building are so precisely modelled when a single sprite would do just as well.
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

The lodestones are sprites, and since Spring doesn't support the TAK transparency color, they're very very ugly purple sprites...
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jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Veteran level and get current speed are implemented in the next spring release, though veteran level has a different scale.
Could be useful to know before someone is going to remove all these cob errors ;)
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

sweet. u really are diversifying spring Zaphod =)
AxlRoseRX
Posts: 11
Joined: 14 Nov 2005, 07:08

Post by AxlRoseRX »

and here is the project website, now time to resume work on the Mod

http://www.kingdoms-rx.com/spring.php
Last edited by AxlRoseRX on 18 Jan 2008, 07:14, edited 1 time in total.
AxlRoseRX
Posts: 11
Joined: 14 Nov 2005, 07:08

Some screenshots

Post by AxlRoseRX »

Everything starting to take some shape now, Taros race is nearly done

Here are some Aramon screenshots plus some Taros of what is done so far:

Visit The screenshots gallery (http://www.kingdoms-rx.com/gallery/view ... ame=spring) to view them in a better size:

Image Image Image Image Image Image Image Image

The screenshots gallery (http://www.kingdoms-rx.com/gallery/view ... ame=spring) to view them in a better size
Last edited by AxlRoseRX on 18 Jan 2008, 07:16, edited 1 time in total.
smokingwreckage
Posts: 327
Joined: 09 Apr 2005, 11:40

Post by smokingwreckage »

Oh wow. I hardly remember this game but I liked the missions if I recal. This would really add some diversity to the available Spring Mods!
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