I saw they had that extra move/turn. I can imagine that being a pain in the ass. Don't blast markers ignore the holofield? If you can get a bead on a ship, you can probably cause quite a bit of damage. Or at least slow them down..
And if you mean XML coding, I haven't done too much outside the initial "structure". Now it's going to be all copy/paste/change stats. Rinse, repeat.
I don't know about the coding for the actual sandbox, though..
Maybe Reimann will give us an update.
If you put up a template I can do the grunt work of filling in the stats for the Imperial Guard at least. And I imagine there are others who would be willing to do the work for other races.
I posted it a few pages back, but I'll post it again.
<?xml version="1.0" encoding="utf-8" ?>
<package id="imperial" caption="Imperial Fleet">
<model id="emperor" caption="Emperor Class Battleship">
<base type="flying" radius="large" />
<image>./images/imperial fleet/emperor.png</image>
<description>Emperor Class Battleships are the flagships of the Imperial Navy. Armed with an array of launch bays and weapons batteries an Emperor Class Battleship can often do battle with several smaller ships.</description>
<statLine>
<stat="Type">Battleship</stat>
<stat="Hits">12</stat>
<stat="Speed">15 cm</stat>
<stat="Turns">45°</stat>
<stat="Shields">4</stat>
<stat="Armor">5+</stat>
<stat="Turrets">5</stat>
</statLine>
<weaponLine1>
<header="Armament"">Port weapons battery</header>
<header="Range">60 cm</header>
<header="Firepower">6</header>
<header="Fire Arc">Left</header>
</weaponLine1>
<weaponLine2>
<header="Armament"">Starboard weapons battery</header>
<header="Range">60 cm</header>
<header="Firepower">6</header>
<header="Fire Arc">Right</header>
</weaponLine2>
<weaponLine3>
<header="Armament"">Port launch bays</header>
<header="Speed">
<type="Furies">30 cm</type>
<type="Starhawks">20 cm</type>
<type="Sharks'>30 cm</type>
</header>
<header="Strength">4 squadrons</header>
</weaponLine3>
<weaponLine4>
<header="Armament"">Starboard launch bays</header>
<header="Speed">
<type="Furies">30 cm</type>
<type="Starhawks">20 cm</type>
<type="Sharks'>30 cm</type>
</header>
<header="Strength">4 squadrons</header>
</weaponLine4>
<weaponLine5>
<header="Armament"">Dorsal weapons battery</header>
<header="Range">60 cm</header>
<header="Firepower">5</header>
<header="Fire Arc">Left / Front / Right</header>
</weaponLine5>
<weaponLine6>
<header="Armament"">Prow weapons battery</header>
<header="Range">60 cm</header>
<header="Firepower">5</header>
<header="Fire Arc">Left / Front / Right</header>
</weaponLine6>
</model>
</package>
Most of that is just for the Emperor class.
See, I'm not even sure if I'm doing it right. The stats "table" should be ok, but the armament section is kind of wonky, I think. I kinda confused myself when I was typing it out, so feel free to change it. I was going for something similar to the rulebook.
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Kane Red RobeMaster of MagicArcanusRegistered Userregular
edited February 2007
Er, sorry, I don't have access to any BFG material, I was more referring to standard WH40k. I dug back to the beginning of the thread and found a template Ein had posted, will this work?
<?xml version="1.0" encoding="utf-8" ?>
<package id="guard" caption="Imperial Guard">
<model id="guardsman" caption="Guardsman">
<base type="round" radius="1" />
<image>./images/guard/guardsman.png</image>
<description>The individual Guardsman, with the rest of his platoon, form the backbone of the Imperial Guard. He can be equipped with a wide variety of weapons, but his greatest asset is his faith in the Emperor.</description>
<statLine>
<stat caption="WS">3</stat>
<stat caption="BS">3</stat>
<stat caption="S">3</stat>
<stat caption="T">3</stat>
<stat caption="W">1</stat>
<stat caption="I">3</stat>
<stat caption="A">1</stat>
<stat caption="Ld">7</stat>
<stat caption="Sv">5+</stat>
</statLine>
</model>
I think I need something to denote weapons, but I'm unsure if your weaponline from above would work here.
I posted it a few pages back, but I'll post it again.
<?xml version="1.0" encoding="utf-8" ?>
<package id="imperial" caption="Imperial Fleet">
<model id="emperor" caption="Emperor Class Battleship">
<base type="flying" radius="large" />
<image>./images/imperial fleet/emperor.png</image>
<description>Emperor Class Battleships are the flagships of the Imperial Navy. Armed with an array of launch bays and weapons batteries an Emperor Class Battleship can often do battle with several smaller ships.</description>
<statLine>
<stat="Type">Battleship</stat>
<stat="Hits">12</stat>
<stat="Speed">15 cm</stat>
<stat="Turns">45°</stat>
<stat="Shields">4</stat>
<stat="Armor">5+</stat>
<stat="Turrets">5</stat>
</statLine>
<weaponLine1>
<header="Armament"">Port weapons battery</header>
<header="Range">60 cm</header>
<header="Firepower">6</header>
<header="Fire Arc">Left</header>
</weaponLine1>
<weaponLine2>
<header="Armament"">Starboard weapons battery</header>
<header="Range">60 cm</header>
<header="Firepower">6</header>
<header="Fire Arc">Right</header>
</weaponLine2>
<weaponLine3>
<header="Armament"">Port launch bays</header>
<header="Speed">
<type="Furies">30 cm</type>
<type="Starhawks">20 cm</type>
<type="Sharks'>30 cm</type>
</header>
<header="Strength">4 squadrons</header>
</weaponLine3>
<weaponLine4>
<header="Armament"">Starboard launch bays</header>
<header="Speed">
<type="Furies">30 cm</type>
<type="Starhawks">20 cm</type>
<type="Sharks'>30 cm</type>
</header>
<header="Strength">4 squadrons</header>
</weaponLine4>
<weaponLine5>
<header="Armament"">Dorsal weapons battery</header>
<header="Range">60 cm</header>
<header="Firepower">5</header>
<header="Fire Arc">Left / Front / Right</header>
</weaponLine5>
<weaponLine6>
<header="Armament"">Prow weapons battery</header>
<header="Range">60 cm</header>
<header="Firepower">5</header>
<header="Fire Arc">Left / Front / Right</header>
</weaponLine6>
</model>
</package>
Most of that is just for the Emperor class.
See, I'm not even sure if I'm doing it right. The stats "table" should be ok, but the armament section is kind of wonky, I think. I kinda confused myself when I was typing it out, so feel free to change it. I was going for something similar to the rulebook.
The only valid values for the type attributes are "round" and "rectangle". If round then there must be a radius attribute which is in terms of inches. If rectangle then there must be "width" and "height" which are also in inches.
<stat="Hits">12</stat>
This is not valid XML. You are missing the attribut name. It should be
<stat caption="Hits">12</stat>
<weaponLine6>
All of the weaponline nodes are not currently supported but it is a good idea. I'll think a bit about how to handle cases like this.
<header="Armament"">Prow weapons battery</header>
These lines also are missing attribute names. It would be: <header caption="Armament"">Prow weapons battery</header>
Oh, alright. I thought I read in one of the tutorials that things like <stat caption> </stat> were wrong and that it should be either <stat> </stat> or <stat caption> </stat caption>. My mistake, though.
The base thing was also kind of a place holder. I didn't know how they were being measured or what was really going on there.
I also have a question: How are games that run in metric (Epic 40k, BFG) going to be accommodated for if everything else is imperial?
Oh, alright. I thought I read in one of the tutorials that things like <stat caption> </stat> were wrong and that it should be either <stat> </stat> or <stat caption> </stat caption>. My mistake, though.
The base thing was also kind of a place holder. I didn't know how they were being measured or what was really going on there.
I also have a question: How are games that run in metric (Epic 40k, BFG) going to be accommodated for if everything else is imperial?
Well, I say "inches" but really its just a scaling factor. It will be more obvious what I mean in a few days when I can show you.
Oh, alright. I thought I read in one of the tutorials that things like <stat caption> </stat> were wrong and that it should be either <stat> </stat> or <stat caption> </stat caption>. My mistake, though.
The base thing was also kind of a place holder. I didn't know how they were being measured or what was really going on there.
I also have a question: How are games that run in metric (Epic 40k, BFG) going to be accommodated for if everything else is imperial?
Well, I say "inches" but really its just a scaling factor. It will be more obvious what I mean in a few days when I can show you.
Alright, rad. I'll just wait and see then.
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Mr_Rose83 Blue Ridge Protects the HolyRegistered Userregular
edited February 2007
For reference then, some Base Sizes:
Round, Radius in inches:
Small Flying Base: 5/8
Large Flying Base: 1 3/8
Small round slotta: 1/2
Med. (termie) base: 25/32
Large (dread) base: 1 17/64
(Radii, NOT diameters)
Square (W"*H")
small infantry: 25/64*25/64
lge. infantry: 15/32*15/32
Cavalry: 15/32*31/32
small monster: 25/32*25/32
large monster:31/32*31/32
Dreads have been blinged out a bit. I'm going to need to make a Psycannon weapon arm, I think, though nobody actually uses it, and I may update the CCW arm to look more like the forgeworld blade one.
Guys im just posting to say this look's amazing. In what, three days you've made some amazing progress. I cannot wait to see the finished project. I would love to help but im only in my first year of CS so i know nothing .
So I'll just say Good Work guys this looks extremely promising.
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In this moment, I am euphoric. Not because of any phony god’s blessing. But because, I am enlightened by my intelligence.
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Librarian's ghostLibrarian, Ghostbuster, and TimSporkRegistered Userregular
Dreads have been blinged out a bit. I'm going to need to make a Psycannon weapon arm, I think, though nobody actually uses it, and I may update the CCW arm to look more like the forgeworld blade one.
Hmm that Chimera looks familar. It also looks crazy sweet in that paint scheme.
Jam, I didn't get to the Predator today because work was crazy, our computers were down till 2pm and being a library, once they came up it was hell incarnate. I promise to get to the Pred tomorrow so you can finish off the marines.
Huaghlagha. I was making assassins, and I accidentally closed Photoshop and lost them. It sucks, because the vindicare and eversor were looking fucking awesome.
Guys, I'm really excited about this sprite based WH40k template thing going on. All we need is a bare bones simple program that lets the users click and drag the models around a field simulating movement (and somehow implementing so the program shows a circle around the model you're moving and only allows you to move the model to the edge of said circle simulating 6 inch movement. this should of course be modified for large vehicle movement, fleet, whatever). That should pretty much be enough, the bare minimum. It would of course be also cool if the program rolled dice for you. You pick how many d6s you want to roll and it gives you random 1-6 results for the given number of dice you told it to roll.
Please keep doing your thing! I notice you asking for encouragement.. so here it is! I would very gladly play something like this and perhaps make models for it too once I get these exams out of the way.
No, but I talked to Reimann. I think at this point we're waiting on an application to play with, which can't really be rushed. This weekend was the superbowl, which I imagine accounts for the lack of progress.
More sprites'd be great. I'm taking a break from them for a little while to actually assemble some 40k stuff.
Hey all, yes I am still working on this as much as I can fit in around my regular work schedule.
This thread got started a fair bit before the actual coding did as last week was pretty intense at work. I got some code done this weekend but there isn't really anything to show as of yet.
I can assure you all that should, for some unforseen reason, I become unable to continue with this project I will make it known to Ein and hand off all code and assets at that time. It will not just disappear.
At the same time, please understand that I intend to code this to the best of my ability and that means it will take time. No half-assed timeline-based Flash crap. It will save time in the long run (in that this way it has a chance of ever being done at all while a half assed prototype would implode on itself well before completion) but in the short term patience is required.
Edit: Don't want to bump this just for a crosspost so I'll edit it in here.
If anyone is interested, this is what I've been doing at work recently (just recently been able to talk about it publicially):
Note: there is audio on all of these. Though it should be SFW audio.
They are using the name codebase, just with different configuration options. There's actually quite a few other features in there that are still being tweaked.
Here's something a client did with another project I made:
I've got a business to run, a website to make, and 7 personeal projects to work on whle keeping time for gaming. Making sprites while there isn't a program to test them with is a little low on my list...
Still I'll probably pop-in every now and then with an update, so I'm not totally dissappearing.
Ahh, i've tweaked the Crisis suits slightly, 1 and 2 are what i've come up with... only difference is the plasma rifle, number two's is slightly smaller then number ones... and some slight changes in the arms and burst cannon (also if you can tell the difference between one and three from this distance you must have super vision ;P),
Anyway how is the size and shape now? still too small? oddly shaped?
And i also worked on the chasis for the devilfish/skyray/hammerhead but i don't think it looks that good =/
i can't seem to get the shape down. (if anyone has some good top-down pictures i might take a crack at it again, all i'm working off right now is a shot i grabbed from DoW: DC ).
Awesome Firewarriors and Drones obviously not made by me :P there simply for size comparison.
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UtsanomikoBros before DoesRollin' in the thlayRegistered Userregular
edited February 2007
The Crisis suit outlines are really dark and seem arbitrary in places. I think Uriel did a version which *might* have been a good start, but also was in serious need of shading and less-intense outlines.
Hah, I'm working on that Devilfish, too. Guess I was too slow.
For the details, this photo is pretty useful:
I did spend some time updating the infantry though:
The Firewarriors are now improved, and there's some new Shas'Ui action, the Pathfinders are improved too and have a Shas'Ui and a Rail Rifle variant, there's a Shield Drone tucked away up there, and there's some XV25 stealth suits and a Marker Drone.
Probably going to get to work on the XV15's in a minute, and after that, probably a Sniper Drone team and then seeing if I can knock up a Crisis Suit Commander and Ethereal.
here is my progress so far on the devilfish/hammerhead
think i stilll need to work on the shading. aside from that any suggestions?
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UtsanomikoBros before DoesRollin' in the thlayRegistered Userregular
edited February 2007
You're lighting it from the right; Jam, Rank and I have been simulating depth with general overhead light and shading.
Also, I see you're using a hatch pattern on the fuselage to create the appearance of five-color shading using only three. This really isn't necessary and doesn't fit the established style (the engines seem to be done more in that manner, although with a very wide contrast range). Also, the black outlines look rather gaudy on such a light palette.
I'd look over the Ork and Marine sprites in detail to get a better understanding of how Jam and Rank have been doing their 40k armies.
tried to address the points that Utsanomiko made (namely removing the right side light source, and altering the black line). Still needs work, but is it going in the right direction?
also for the angled section of the main body, is the left or right side better?
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UtsanomikoBros before DoesRollin' in the thlayRegistered Userregular
edited February 2007
I'd say top side is best, with dark lines bordering the outlines.
Hey, this is a fantastic project I can't wait to see completed.
I would love to help, but I've never done sprites before, anyone know of a guide I could read and bone up on, or have some tips/suggestions they'd like to share on how to get started and any good programes to use?
Do what I did, open MSPaint, zoom up to 800, draw a line form pixel 0 to 32 in both x and y then connect them to close a box.
Then sketch up a quick overhead view of who you want to make and then, starting from the head, try and translate that as best you can into a sprite.
Anyway, I'm looking for another theme to explore, since RE is really only needing fluff. (And the main characters, but I would prefer not to make anyone too sepcific.)
Posts
Most of that is just for the Emperor class.
See, I'm not even sure if I'm doing it right. The stats "table" should be ok, but the armament section is kind of wonky, I think. I kinda confused myself when I was typing it out, so feel free to change it. I was going for something similar to the rulebook.
Then you just have each weapon available to the guard in one data base.
I don't know if something like that is viable, though.
Couple notes:
<base type="flying" radius="large" />
The only valid values for the type attributes are "round" and "rectangle". If round then there must be a radius attribute which is in terms of inches. If rectangle then there must be "width" and "height" which are also in inches.
<stat="Hits">12</stat>
This is not valid XML. You are missing the attribut name. It should be
<stat caption="Hits">12</stat>
<weaponLine6>
All of the weaponline nodes are not currently supported but it is a good idea. I'll think a bit about how to handle cases like this.
<header="Armament"">Prow weapons battery</header>
These lines also are missing attribute names. It would be: <header caption="Armament"">Prow weapons battery</header>
The base thing was also kind of a place holder. I didn't know how they were being measured or what was really going on there.
I also have a question: How are games that run in metric (Epic 40k, BFG) going to be accommodated for if everything else is imperial?
Well, I say "inches" but really its just a scaling factor. It will be more obvious what I mean in a few days when I can show you.
Alright, rad. I'll just wait and see then.
Round, Radius in inches:
Small Flying Base: 5/8
Large Flying Base: 1 3/8
Small round slotta: 1/2
Med. (termie) base: 25/32
Large (dread) base: 1 17/64
(Radii, NOT diameters)
Square (W"*H")
small infantry: 25/64*25/64
lge. infantry: 15/32*15/32
Cavalry: 15/32*31/32
small monster: 25/32*25/32
large monster:31/32*31/32
Nintendo Network ID: AzraelRose
DropBox invite link - get 500MB extra free.
Dreads have been blinged out a bit. I'm going to need to make a Psycannon weapon arm, I think, though nobody actually uses it, and I may update the CCW arm to look more like the forgeworld blade one.
So I'll just say Good Work guys this looks extremely promising.
Hmm that Chimera looks familar. It also looks crazy sweet in that paint scheme.
Jam, I didn't get to the Predator today because work was crazy, our computers were down till 2pm and being a library, once they came up it was hell incarnate. I promise to get to the Pred tomorrow so you can finish off the marines.
Something about that front arm is bugging me.
I felt I had to contribute somehow, while wracking my brain for ideas my eyes wandered to my bookshelf:
Perfect! Oh the memories. Anyway, I grabbed a few screenshots from Starfleet Command and started working on the basic Federation frigate.
I think I've got the shape down, now to work on the shading.
Please keep doing your thing! I notice you asking for encouragement.. so here it is! I would very gladly play something like this and perhaps make models for it too once I get these exams out of the way.
No, but I talked to Reimann. I think at this point we're waiting on an application to play with, which can't really be rushed. This weekend was the superbowl, which I imagine accounts for the lack of progress.
More sprites'd be great. I'm taking a break from them for a little while to actually assemble some 40k stuff.
This thread got started a fair bit before the actual coding did as last week was pretty intense at work. I got some code done this weekend but there isn't really anything to show as of yet.
I can assure you all that should, for some unforseen reason, I become unable to continue with this project I will make it known to Ein and hand off all code and assets at that time. It will not just disappear.
At the same time, please understand that I intend to code this to the best of my ability and that means it will take time. No half-assed timeline-based Flash crap. It will save time in the long run (in that this way it has a chance of ever being done at all while a half assed prototype would implode on itself well before completion) but in the short term patience is required.
Edit: Don't want to bump this just for a crosspost so I'll edit it in here.
If anyone is interested, this is what I've been doing at work recently (just recently been able to talk about it publicially):
Note: there is audio on all of these. Though it should be SFW audio.
http://www.akajimmy.net/demo/audio2.html
http://www.akajimmy.net/demo/audio1.html
They are using the name codebase, just with different configuration options. There's actually quite a few other features in there that are still being tweaked.
Here's something a client did with another project I made:
http://media.amctv.com/hollywood_icons/flipbook_deniro.html
Here's something I threw together using the same engine as above (again, just different XML data source):
http://www.akajimmy.net/demo/phomo.html
Still I'll probably pop-in every now and then with an update, so I'm not totally dissappearing.
Ahh, i've tweaked the Crisis suits slightly, 1 and 2 are what i've come up with... only difference is the plasma rifle, number two's is slightly smaller then number ones... and some slight changes in the arms and burst cannon (also if you can tell the difference between one and three from this distance you must have super vision ;P),
Anyway how is the size and shape now? still too small? oddly shaped?
And i also worked on the chasis for the devilfish/skyray/hammerhead but i don't think it looks that good =/
i can't seem to get the shape down. (if anyone has some good top-down pictures i might take a crack at it again, all i'm working off right now is a shot i grabbed from DoW: DC ).
Awesome Firewarriors and Drones obviously not made by me :P there simply for size comparison.
basing it on your initial scale and that of the drones, still have work to do(shading and some more refinement of the shape, weapons, etc)
For the details, this photo is pretty useful:
I did spend some time updating the infantry though:
The Firewarriors are now improved, and there's some new Shas'Ui action, the Pathfinders are improved too and have a Shas'Ui and a Rail Rifle variant, there's a Shield Drone tucked away up there, and there's some XV25 stealth suits and a Marker Drone.
Probably going to get to work on the XV15's in a minute, and after that, probably a Sniper Drone team and then seeing if I can knock up a Crisis Suit Commander and Ethereal.
Go team us!
think i stilll need to work on the shading. aside from that any suggestions?
Also, I see you're using a hatch pattern on the fuselage to create the appearance of five-color shading using only three. This really isn't necessary and doesn't fit the established style (the engines seem to be done more in that manner, although with a very wide contrast range). Also, the black outlines look rather gaudy on such a light palette.
I'd look over the Ork and Marine sprites in detail to get a better understanding of how Jam and Rank have been doing their 40k armies.
Assassins?
tried to address the points that Utsanomiko made (namely removing the right side light source, and altering the black line). Still needs work, but is it going in the right direction?
also for the angled section of the main body, is the left or right side better?
[spoiler:8e7e67ec6c]And I love the way you draw. Please make sprites for everything ever[/spoiler:8e7e67ec6c]
I would love to help, but I've never done sprites before, anyone know of a guide I could read and bone up on, or have some tips/suggestions they'd like to share on how to get started and any good programes to use?
Then sketch up a quick overhead view of who you want to make and then, starting from the head, try and translate that as best you can into a sprite.
Anyway, I'm looking for another theme to explore, since RE is really only needing fluff. (And the main characters, but I would prefer not to make anyone too sepcific.)