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Author Topic: Graphics offer  (Read 872 times)
NiteHawk
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« Reply #15 on: June 22, 2010, 04:02:17 AM »

Hey there. Glad you are taking it good. Mainly I'm just trying to be constructive so that it can be added to the game. I'm very glad for the free help Smiley

Okay, about the sizes, let me try to explain this better. Not everything has to be 16x16, it was just a beginning guideline for us to see how you are doing things. Open up sf_bmp_missiles.sec in the dat folder with notepad, you will see all the sizes there. I'll attach it below anyways. Most larger objects like missiles ARE 16x16 though, but alot of energy weapons are even smaller. The main projectile guns, like mass driver, plasma gun, etc, are 4x4 and 5x5. When you add a pixel to such a small design, the HITBOX of the actual missile goes up a hell of alot. You'll be surprised at the difference from 4x4 to lets say 6x6. 16x16 to 20x20 also changes the hitbox rather greatly. Thus for example, the biggest ones who have this are the grenade 2 and 3. It is OKAY to make things 20x20, but you have to be careful of what you are designing it FOR. It's also okay to make variations, for example, if you are basing 16x16 as the main base for missiles, 15x15, 14x14, 17x17, etc. You get me? 16x16 was just a generic, you will see a few that are 12, 14, etc. Flame is the only exception because it 'vanishes' quickly, so it uses 32x32 in this case! Smiley Feel free to size things differently, just remember what you think it will be FOR to scale it that way.

Just nothing beyond 20x20, and 20x20 being something special, normally. I actually urn for small type projectiles, like 4x4 to 12x12, etc, simply becuase I have never had enough to pick from ever, for energy guns and other things like that. For example, it would be nice if rapid1/2 had its own bmp to determine the difference between it and standard guns.

That being said, Missile1 is alright probably use a less 'in your face' white vs red, missile2 looks kind of oddballs, but it might be becuase the whites so thin. Not sure.

Your energyblast1 is pretty nice. I do not like energyblast2 though too much. Light1Png is actually a very nice one but I need to bring in something else with energy type weapons/etc. All energy type weapons in SF currently have more then one frame. This is simply because it makes an animation. It's also the reason why almost all energy weapons are circular. Means it doesn't need to rotate, and can have an animation instead. Though I can see in the future supporting both rotations WITH animation, which I'll probably do when the time comes up, so please don't disregard it completely (For example, energyblast1 is good, would be nice with a animation).  In a sense of energy, its normally pulsating or rotating energy in some way.

Check out the attached sf_bmp_missiles.sec below again, 'NF' means number of frames. For anything  that is time, means animation. so you can see a bunch have this. Missiles/etc don't need this becuase there metal based normally, so yeah, metal does not animate, etc. Though we can have it use 'trails' or a thrust like ships do  (Much like the first images you provided with the blue thrust.) I know this sounds like a bitch to do, it most likely is, so no harm if you don't want to design those, up to you anyways. But I don't think I'd be able to use a static energy gun in SF when it can support much more/and the current already has animation.

Make sure to use the full potential of SF now too. I'll show what I mean in another post. Give me a few to do so Smiley

(Also remember that your pixels that have semi transparent would NOT be transparent if you are using a black background instead of a transparency, again I'll show what I mean in another post. Instead, it will look exactly the way it is on the drawing board when going over a image like a planet or ship, which might make it look wierd..)


Code:
*  class     race        name         file          nF   nC  Sz         seqT  tcb
*  ------------------------------------------------------------------------------
   missile   Terran      Mass Driver   sf-b-dm       4    1   4   time         y
   missile   Drengin     Photon Gun    sf-r-dm       4    1   4   time         y
   missile   Pirate      Plasma Gun    sf-g-dm       4    1   4   time         y
   missile   Terran      Rail Gun      sf-b-md       4    1   4   time         y
   missile   Drengin     Scorpion      sf-r-md       4    1   4   time         y
   missile   Pirate      Quantum Torp  sf-g-md       4    1   4   time         y
   missile   Terran      Plasma Torp   sf-b-pl       4    1   5   time         y
   missile   Drengin     Disruptor     sf-r-pl       4    1   5   time         y
   missile   Pirate      Helix Gun     sf-g-pl       4    1   5   time         y
   missile   Terran      SuperBomb     sf-b-sb      10    1  16   time         y
   missile   Drengin     SuperBomb     sf-r-sb      10    1  16   time         y
   missile   All         Mine          sf-mine      30    1  16   time         y
   missile   All         Mine2         sf-mine2     30    1  16   time         y
   missile   All         Mine3         sf-mine3     30    1  16   time         y
   missile   All         Mine4         sf-mine4     30    1  16   time         y
   missile   Terran      Hawk          sf-b-hm      36    1  16   spin         y
   missile   Drengin     smart         sf-r-hm      36    1  16   spin         y
   missile   Terran      smart         sf-b-sm      36    1  12   spin         y
   missile   All         grenade II    sf-hb        20    1  20   time         y
   missile   All         grenade III   sf-sd        20    1  20   time         y
   missile   All         cannon        sf-cannon    10    1  14   time         y
   missile   All         flame         sf-flame     22    1  32   terminal     y
   missile   All         bomb1         sf-littleboy 30    1  20   spin         y
   missile   All         bomb2         sf-fatman    30    1  20   spin         y
« Last Edit: June 22, 2010, 04:22:03 AM by NiteHawk » Report to moderator   Logged

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« Reply #16 on: June 22, 2010, 05:03:51 AM »

http://stellarfrontier.ss-network.net/index.php/topic,1122.msg7596.html#msg7596
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« Reply #17 on: June 22, 2010, 07:40:21 AM »

Yeah I know all that now, thanks for letting me know. I know SF uses frames for animation and stuff, but I was just doing concept designs.. maybe for instance... the Light1 could pulse between getting darker and smaller to being brighter and bigger Tongue... Man I await the day SF allows animations and rotation.. I could make some pretty neat stuff there.

Also, I have each projectile saved on my computer as a .PDN file which is the program i use's native file that saves layers... the projectile is on one layer while the backround is on the other
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« Reply #18 on: July 26, 2010, 04:22:18 PM »

hmm the missles I would say im for it
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