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Re: Journeywar
Posted: 03 Nov 2010, 13:51
by FireStorm_
Journeyman gunship
Cool Ornicopter design.
Or perhaps more precise: Entocopter. I like the insect-like wings and what i presume to be the cockpit.
Re: Journeywar
Posted: 07 Nov 2010, 00:02
by PicassoCT
Journeymann Deep Sea Reaper
(PreTextured)
Well, its one of the spaceborns, obviously a deep Sea Unit- and i didnt have any purpose or plan for it. Maybee it will become the journeymanns shipfactory, the farer back into the future i can postpone those guys with there water units, the less unfair it becomes on islands maps. (the CentrAIl having a chance to build waterfusions - and dry the map)

Re: Journeywar
Posted: 07 Nov 2010, 00:39
by Wombat
stuff u take works like a charm
Re: Journeywar
Posted: 07 Nov 2010, 01:26
by PicassoCT
I can quit anytime, just one more unit, one more page text, one more toll for the troll.
THis is the journeyman lvl1 artillery, the walking anthill- and this unit is amphibious.
Re: Journeywar
Posted: 07 Nov 2010, 01:58
by Wombat
this green text looks nice
Re: Journeywar
Posted: 07 Nov 2010, 14:37
by PicassoCT
The Aurora Baby Spider:
Basically its a grounded spaceborn, and its young, because the adult beasts in orbit can get kilometers big, there webrings throwing shadows on whole continents.
This baby has a very nice defens mechanism, one it looks on a target, it shoots a special cobweb into the Stratosphere, where big mums web is hanging around, while the target line swings by wind and corriolis force near the target- thats when the trace chemicals in this web trigger a chain reaction to form a sort of electrochemical tornado, whos stormeye opens a window into "unprotected" space, so that the aurora, sunwind and other raygun particles for a brief moment make a frying touchdown.
This baby is not textured yet.
Notice: This Artilleryshells "can get carried away by strong winds.

- Aurora_Space.jpg (6.99 KiB) Viewed 2620 times
Just Eye-Candy although, something is missing- no Geos so far, thats it. And i wont use them, just for the hell of it.
Re: Journeywar
Posted: 08 Nov 2010, 20:32
by PicassoCT
ConRoach: Boring Construction Units is booring. But a must have.
All that remains is the bigfoot- and some turrets. Then Texturing. I overstreched it, but i will see that through.
Re: Journeywar
Posted: 11 Nov 2010, 15:44
by PicassoCT
Well, here are two examples of the mex-code i try to write:
Code: Select all
//this is a little sub-programm to determine how long a CentrailMetallextractor has to live in the journeywar.
int main ()
{
//declaring var for metallmex:
int originalh(mexnumber);
int maxh(mexnumber);
int minhwater(mexnumber);
int currentheight(mexnumber);
int mexvolume(mexnumber);
bool mexselfd(mexnumber);
//process
mexgone=0;
mexvolume(mexnumber)= originalh(mexnumber) - minhwater(mexnumber);
maxh(mexnumber) = originalh(mexnumber) - mexvolume(mexnumber);
currentheight(mexnumber) > originalh(mexnumber) - maxh(mexnumber);
return 1;
currentheight(mexnumber) < originalh(mexnumber) -maxh(mexnumber);
mexselfd(mexnumber)=1;
return 0;
}
Code: Select all
int main ()
// this shows how long a journeyman mex has to live
{
//declaring var for metallmex:
int originalh(mexnumber);
Int maxh(mexnumber);
int minhwater(mexnumber);
int currentheight(mexnumber);
int mexvolume(mexnumber);
bool mexselfd(mexnumber);
//process
mexgone=0;
mexvolume(mexnumber)= originalh(mexnumber) - minhwater(mexnumber);
maxh(mexnumber) = originalh(mexnumber) + mexvolume(mexnumber);
currentheight(mexnumber) < originalh(mexnumber) + maxh(mexnumber);
return 1;
currentheight(mexnumber) > originalh(mexnumber) +maxh(mexnumber);
mexselfd(mexnumber)=1;
return 0;
}
Pic related. Its the easy stuff of life, a spine snake, like they come out of CentrAIls Artilleryshells.
I wonder why those shiny things always get the big applaus, whil everybody takes the smoth running of the game itself for granted. Maybee should not pay in dollars, but more in respect for the devs. CLAPS LOCK for the work.
Re: Journeywar
Posted: 11 Nov 2010, 17:08
by Blackdutchie
CLAPS CLAPS CLAPS CLAPS CLAPS CLAPS CLAPS
WOOO!
This is gonna be SO awesome, after all the hard work you'll be doing it'll be the bee's knee's to play this game!
Re: Journeywar
Posted: 11 Nov 2010, 18:25
by zwzsg
You know, trading texture size for more polygons is exactly how NOT to optimise.
(But keep your portaldioramas, they're funky and I don't care about a few wasted polys.)
Re: Journeywar
Posted: 14 Nov 2010, 19:08
by PicassoCT
@zw: I always thought polygons were cheaper then big textures.
change of topic: I try to code the terraforming for the journeymanmex the drilltree.
Its basically is a line of coordinates, rising, going in a archimedes spiral in 3d. Only diffrence between this and the CentrA.I.l-Mex is, that the C-Mex will be going downwards.
x(t) = a t cos(t)
y(t) = a t sin(t)
Next thing is, that the terrain-rise has to be exponential, means, slow at the beginning, becoming faster in the end. Ending in a big vulcanic explosion.
Finally, that whole hill area has to deal radiationdamage to units within the area.
This wont be easy.
Re: Journeywar
Posted: 18 Nov 2010, 11:25
by PicassoCT
Anybody having suggestions for the BigFoot? I dont have a clue how it should look like - its the equivalent of the centrails ConTrain, a big build-unit, land and seaable, it should have organic resemblance - other thant that it could be anything.
Centipedetrain? Mammoth? Sketches appreciated.
Re: Journeywar
Posted: 18 Nov 2010, 14:46
by Blackdutchie
Make it look like a crown of thorns, maybe?
http://en.wikipedia.org/wiki/File:Crown ... hanson.jpg
Or a large beetle of some sort?
A mammoth/whale cross?
Re: Journeywar
Posted: 18 Nov 2010, 15:08
by PicassoCT
crown of thorns looks awesome. Thx for the inspiration...
PS: Teamcoloured Animals in my wiki
Large beetle is already taken by the condrone. Mamoth&Whale are already in the beherith, drawing coming up...
Re: Journeywar
Posted: 18 Nov 2010, 19:46
by knorke
With "organic Con Train" of course the most obvious to think of is a snake or centipede...to build it could form a ring and the structure is made in the middle of it.
Re: Journeywar
Posted: 18 Nov 2010, 21:00
by oksnoop2
Lima beans are kind of snake like and organic. They don't really move but w/e

Re: Journeywar
Posted: 18 Nov 2010, 23:40
by knorke
What you are looking for is an octopus!

Re: Journeywar
Posted: 21 Nov 2010, 11:19
by PicassoCT
ConBigFoot
Texturing is getting better, its like riding a biccycle, you never loose it completely. Im happy, hey, its just a advworker, and it looks badass.
Re: Journeywar
Posted: 24 Nov 2010, 15:15
by PicassoCT
How about a little LuaWidget, lets call it AlienMotionTracker, to add a little suspense to the scene? Pseudocode for the work.
http://www.youtube.com/watch?v=teXQ-FsX ... re=related
Code: Select all
If User_Screencenter lingers for longer then 5 seconds on spot
check if user_unit is in Screen
check if enemy_mobile unit is in radar-range
if enemy_mobile unit is in radar range & out_of_sight
meassure distance to next User_unit
if distance is > 20_meters play Slow_beep.mp3 with var_gap_2_seconds
if distance is < 20_meters //time to get it in percent, 15 of 20 is 0.75
var_gap_2 seconds*0.distance= var_gap_1.75 seconds //new_var_gap
Never before have you been so afraid of a single peewee
Alien VillagehouseVar1, works as a Energy to Metall Converter for the Journeymann, Building is dual use, same model goes for the attrappe.

Re: Journeywar
Posted: 25 Nov 2010, 03:01
by PicassoCT