WG Realms 2: Get Medieval on Their Asses! "WG and DT present the ultimate 8-bit medieval fragfest"
#631 Posted 28 October 2009 - 04:32 PM
#632 Posted 29 October 2009 - 12:21 AM
#633 Posted 29 October 2009 - 08:05 AM
#634 Posted 29 October 2009 - 09:42 AM
#635 Posted 29 October 2009 - 09:47 AM
#636 Posted 29 October 2009 - 02:17 PM
KillerBudgie, on Oct 29 2009, 12:05 PM, said:
Do you only know how to kiss ass?
#637 Posted 29 October 2009 - 09:35 PM
http://img9.imagesha.../g/bfg6666.jpg/
Now that I think about it, the watcher sentry (tripbomb) does not need a crosshair, so forget about that one.
I could try to make some myself, but I'm afraid they wouldn't be very good. Would anyone like to help out? If you would like to submit a crosshair, please do so in PNG format. If I decide they need 8-bit versions I can do the conversion myself. I'm not going to dictate how detailed they should be or whether they should have animation or anything like that. They don't even have to be original: if you can find suitable crosshairs from an existing game, I'm happy to steal them (perhaps with some modifications).
There are 8 different weapons needing crosshairs, but if you have just one crosshair you'd like to submit go right ahead.
EDIT: Please do NOT send links to crosshairs that you find in a google image search, such as this:
http://www.istockphoto.com/file_thumbview_...-crosshairs.jpg
I might even end up using some of those, but I can stoop that low without help
This post has been edited by DeeperThought: 29 October 2009 - 09:44 PM
#638 Posted 29 October 2009 - 11:25 PM
EDIT : Crosshairs for free
This post has been edited by XThX2: 29 October 2009 - 11:29 PM
#639 Posted 29 October 2009 - 11:34 PM
XThX2, on Oct 30 2009, 12:25 AM, said:
EDIT : Crosshairs for free
That's cool, although you can't make a finished product that way. You have to take a screenshot, then process the image to add color, details, and remove the background.
EDIT: I've started using it and the preliminary results look promising. I'm going to try making them 8-bit only, since there is really no advantage of hires on these.
This post has been edited by DeeperThought: 30 October 2009 - 12:37 AM
#640 Posted 30 October 2009 - 12:18 AM
#641 Posted 30 October 2009 - 12:31 AM
KillerBudgie, on Oct 30 2009, 09:18 AM, said:
I wouldn't say that's ingenious but that's definately an improvement.
#643 Posted 30 October 2009 - 02:46 AM
#644 Posted 30 October 2009 - 05:38 AM
DeeperThought, on Oct 30 2009, 07:35 AM, said:
You mean a unique crosshair for each weapon? If so, then what's the point?
#645 Posted 30 October 2009 - 05:56 AM
#647 Posted 30 October 2009 - 06:41 AM
This post has been edited by KillerBudgie: 30 October 2009 - 06:42 AM
#648 Posted 30 October 2009 - 07:08 AM
Sangman, on Oct 30 2009, 06:58 AM, said:
Yes, that is the whole point. And since last night I have found a reason why maybe it's not a good idea. As far as I can tell, there is no access in CON to the crosshair size the player has selected. Therefore the size selection feature would be broken if I used multiple crosshairs (because I would have to draw them using the scale that I choose and I don't know what scale the player selected).
EDIT: And now another annoyance. No matter what color the crosshair pixels are in the art file, it will appear white on screen, and there is no way to change the color either in the game menus or in CON.
This post has been edited by DeeperThought: 30 October 2009 - 07:52 AM
#649 Posted 30 October 2009 - 07:58 AM
#650 Posted 30 October 2009 - 08:52 AM
DeeperThought, on Oct 30 2009, 11:08 AM, said:
getuserdef[THISACTOR].crosshairscale temp
It's stored as a percentage with 100 as the largest size.
Edit: It was already on the wiki, but somebody forgot to add it to the list.
This post has been edited by Dr. Kylstein: 30 October 2009 - 08:55 AM
#651 Posted 30 October 2009 - 11:04 AM
Dr. Kylstein, on Oct 30 2009, 09:52 AM, said:
getuserdef[THISACTOR].crosshairscale temp
It's stored as a percentage with 100 as the largest size.
Edit: It was already on the wiki, but somebody forgot to add it to the list.
Thanks! Although I've already moved on and decided to do more important things.
#652 Posted 30 October 2009 - 01:47 PM
It's one of those features that never got a menu made for it because other things were more important.
#653 Posted 31 October 2009 - 03:25 AM
You're not going to change it all are ya?
This post has been edited by KillerBudgie: 31 October 2009 - 03:27 AM
#654 Posted 31 October 2009 - 05:57 AM
Mikko_Sandt, on Oct 30 2009, 05:38 AM, said:
To give the player visual feedback on the weapon's firing power, spread and accuracy. A shotgun's crosshair as a big circle obviously wouldn't be too accurate medium to long distances while a pistol might do a better job. Likewise using a sniper rifle without looking down the scope would be highly unwise as you'd have just about no idea where the heck the shot might end up.
In any case, I'm all for different crosshairs, if anything to make the game feel more fresh and modern.
#655 Posted 31 October 2009 - 02:38 PM
General Gore
http://www.youtube.c...h?v=c8sFRWD3XXU
Headshot Gore
http://www.youtube.c...h?v=5t3qPaVWdcw
Almost done.
#656 Posted 31 October 2009 - 02:47 PM
This post has been edited by KillerBudgie: 31 October 2009 - 02:49 PM
#657 Posted 31 October 2009 - 02:56 PM
Rusty Nails, on Oct 31 2009, 03:57 PM, said:
In any case, I'm all for different crosshairs, if anything to make the game feel more fresh and modern.
As far as I'm concerned, the point of having a crosshair is to tell when a target is in the middle of the screen.
#658 Posted 01 November 2009 - 01:48 AM
#659 Posted 01 November 2009 - 11:30 AM
Geoffrey, on Nov 1 2009, 01:48 AM, said:
Heh, I didn't even know that WG had posted those movies until I saw your post! I made some improvements to the jibs this morning. The main problem imo was that the blood trails coming from the flying jibs were big ugly smears of red. This made all of the jibs look like...big ugly smears of red. Now they are much better, although there is still plenty of room for improvement.
I sure miss having Cage working on the art. It's so much more efficient when we can stick to our own specializations.