Posted: Thu Dec 06, 2007 1:26 am Post subject:
[WIP:50%] Doomsayer
Unit name: Doomsayer
Description: The doomsayer is a walking column of death. Moving quickly across land using a comination of an anti-gravity generator and tri configuration tentacles it is a horror to the eyes of any infantry near by.
Excelling at destroying light armour and melting flesh it is capable of crushing most scouts and can annihilate infantry columns.
Weapons: Dual dark beams
Cost: 1350
Last edited by Suiseiseki on Sun Dec 30, 2007 12:00 pm; edited 3 times in total QUICK_EDIT
I like the fluid animation but maybe something with more character ("oomph") he just seems like its scooting along without a care in the world. _________________ Delirium.. QUICK_EDIT
Joined: 22 Dec 2004 Location: Tiberium Research Center N27
Posted: Thu Dec 06, 2007 1:56 am Post subject:
Move faster! FASTER!
But I like... except the legs don't seem to move well enough - it doesn't seem to be able to stand well if shot in legs. _________________ DUNK! QUICK_EDIT
I wish I was a little tripod. _________________ Micro TS
Portable, no campaign, movies or music, just the engine and needed resources for skirmish and lan. QUICK_EDIT
Good stuff, looks like it could be one of those creatures from obscure portal worlds, habiting your own familiar neighborhood in your dreams. QUICK_EDIT
Joined: 01 Feb 2007 Location: National Reference Laboratory for IPNV
Posted: Sat Dec 08, 2007 2:50 pm Post subject:
Nice I like it, though a bit more fluid animation would be good, specially if you could make the "turrets" move a bit more, while standing and walking; maybe looking to the sides
THE Protagonist wrote:
make all three legs move at different times.
Though I would agree that the walking animation should be better. However it's quite difficult to have the 3 legs moving at different times, since the sprites would move at a constant speed. I tried to do something like that long ago, and found several selection and box problems. QUICK_EDIT
Joined: 01 Feb 2007 Location: National Reference Laboratory for IPNV
Posted: Sat Dec 08, 2007 5:12 pm Post subject:
You would have problems when using that animation ingame, since it stops while walking, however the units always move at a constant speed (discarding acceleration and deceleration's tags). To fix that it would be possible to move the unit back in the shp, so you might make it look like it stops, however that would cause selection problems .
Anyways I agree with Donut QUICK_EDIT
You would have problems when using that animation ingame, since it stops while walking, however the units always move at a constant speed (discarding acceleration and deceleration's tags). To fix that it would be possible to move the unit back in the shp, so you might make it look like it stops, however that would cause selection problems .
Anyways I agree with Donut
I took that into mind, the head / turret is always at the same position so the box would always be around it. QUICK_EDIT
it complete the walk cycle it needs a slight bob up and down and a slight rotation to suggest the transfer of weight,same for the turrets as secondary animation.
the walk itself, maybe raise the feet higher as it passes. rotating the foot in an arc like path. _________________ Delirium.. QUICK_EDIT
Looks like an C&C3 tripod with the war of the worlds alienish design , impresive, and is that suppose to be a heart under the main body??? _________________ Please, I DON'T read the signature rules of the forum. QUICK_EDIT
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