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octyl
Joined: Fri Aug 31, 2007 3:57 am Posts: 227 Location: Canada
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Re: (WIP) Faction: Lizard Men (UPDATED) 8/20/2008
To make the chameleon invisible: have a muzzle flash which would cover it's body, and make that muzzle flash entirely pink
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Tue Sep 16, 2008 2:32 am |
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SnowMonster20
Joined: Wed Jul 16, 2008 12:49 am Posts: 226
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Re: (WIP) Faction: Lizard Men (UPDATED) 8/20/2008
Already solved that problem. Thanks for the free bump though!
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Tue Sep 16, 2008 8:02 am |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: (WIP) Faction: Lizard Men (UPDATED) 8/20/2008
Um.... Are you still working on this? If so where are you at?
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Wed Sep 17, 2008 5:56 pm |
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Blue-Clone-Ninja
Joined: Wed Jul 18, 2007 10:19 am Posts: 142 Location: Somewhere being an dumbass.
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Re: (WIP) Faction: Lizard Men (UPDATED) 8/20/2008
I think the heavy needs more of a heavy feel, all armoredy, like AAL marines.
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Fri Sep 19, 2008 3:55 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: (WIP) Faction: Lizard Men (UPDATED) 8/20/2008
Blue-Clone-Ninja wrote: I think the heavy needs more of a heavy feel, all armoredy, like AAL marines. no. those things are a little too fat. especially for something as slinky as a lizard. also i think for the chameleon thing, see if you can do alpha to make them only semi-visible, and if not do hatching... just cause you can always just see chameleons, and its not fair if the AI shoots them but people cannot see them. and id make their health vanish. for the enhancement/allowing of their camouflage. anyway, thats my 2 cents againagain.
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Fri Sep 19, 2008 4:38 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: (WIP) Faction: Lizard Men (UPDATED) 8/20/2008
I seem to remember that to get rid of the health you just move it upwards. There are many ways to do this, I'm pretty sure modifying the sprite to be a lot longer (and repairing the origin offsets of said sprite) would be a good way of doing this.
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Fri Sep 19, 2008 8:58 am |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: (WIP) Faction: Lizard Men (UPDATED) 8/20/2008
CharHight = 99999999999999999 is the easiest.
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Fri Sep 19, 2008 9:47 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: (WIP) Faction: Lizard Men (UPDATED) 8/20/2008
Yeah, that sounds a lot easier. I LERNED SUMTHING! YEI!
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Fri Sep 19, 2008 9:59 am |
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grenade
Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
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Re: (WIP) Faction: Lizard Men (UPDATED) 8/20/2008
The mod is dead?Im sorry for the question , but i havent seen any new progress on first page.Im really sorry if made you mad.Just a question.
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Sat Sep 20, 2008 12:16 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: (WIP) Faction: Lizard Men (UPDATED) 8/20/2008
grenade wrote: The mod is dead?Im sorry for the question , but i havent seen any new progress on first page.Im really sorry if made you mad.Just a question. SnowMonster20 wrote: Sorry about the lack of updates. I've been really busy with work and stuff...
Anyway I'm going to try to update this ASAP. yeah, charhight just says where the character's HP is displayed, so that would be the thing to change.
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Sat Sep 20, 2008 1:37 pm |
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Allen
Joined: Wed Apr 30, 2008 10:10 am Posts: 214 Location: Seattle, WA
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Re: (WIP) Faction: Lizard Men (UPDATED) 8/20/2008
Not to be a chode and re-state the obvious, but i really like the way this is shaping up. Once your serious business is taken care of, i can't wait to see what happens next here. This is top shelf.
Also, i'm always down to help out if you need something designed.
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Sun Sep 21, 2008 7:50 am |
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SnowMonster20
Joined: Wed Jul 16, 2008 12:49 am Posts: 226
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Re: (WIP) Faction: Lizard Men (UPDATED) 8/20/2008
Well between Castle Crashers and a pregnancy scare I've pretty much forgotten this... lol Now I am back and I plan on updating this Monday. No ♥♥♥♥. See ya then!
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Sun Sep 21, 2008 10:23 am |
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Creeding
Joined: Sat Sep 13, 2008 8:38 pm Posts: 28 Location: Oxford
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Re: (WIP) Faction: Lizard Men (UPDATED) 8/20/2008
iv got an idear for a lizard digger, shoots snakes into the ground to then go and find gold. probebly just a singal green laser weak damage mid range. great idear in my opinion also i call it the "snake seeker"
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Sun Sep 21, 2008 1:04 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: (WIP) Faction: Lizard Men (UPDATED) 8/20/2008
SnowMonster20 wrote: Well between Castle Crashers and a pregnancy scare I've pretty much forgotten this... lol Now I am back and I plan on updating this Monday. No crap. See ya then! haaaaaaaay hurry the crap up, wheres my mod? XD just kidding, but still. glare. i want an update.
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Thu Oct 30, 2008 6:51 am |
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grenade
Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
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Re: (WIP) Faction: Lizard Men (UPDATED) 8/20/2008
Geti wrote: I want an update. Everybody does .
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Thu Oct 30, 2008 8:01 am |
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