Highyena
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You're obviously not doing anything important since you're reading this, so why aren't you on UFO2k so I can shoot at you? As an added bonus, I'll even let you shoot back now and then. You can even tag me on Steam under 'Highyena' if I'm not around. Or join the UFO 2000 facebook page so I can find you instead.
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I was screwing off. These aren't recolors (well, one is an edit of another one), made from scratch using the X-Com jumpsuit face as a base. Two unarmored agents and a mercenary UFO hunter.
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The flowers were fun to make. I want to make more variations, but I have to keep reminding myself to get the necessary stuff done first. Yeah, one step ahead of you there. The second floor walls destroy differently than the first. The first floor walls are actually shaded differently too. Since UFO2k doesn't have much of a tile limit, fooling around with an idea, I made the brick walls take an extra shot to tear down, with an extra in-between destroyed tile that basically creates a window where some bricks were. Might add some interesting tactical twists, like making a window without ruining your cover, or slow down tunneling scouts. Might end up being annoying, instead. We'll see. You going to help me test it later?
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Playable beta should be tomorrow. I just have to set up a few more maps for variety, and adjust all the line of fire settings. Close to about 200 tiles, still a lot to add though, mostly objects now.
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There are some tiles missing that I need to go through an put into .png form since they're still in layers in my work space file, but otherwise it's done unless someone else wants to pick up where I left off. There's not really enough interest to warrant finishing.
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Well, I think I'm out. It's been fun. Here's my collection of tiles I made for the farm terrain. Go ahead and use them however you like in the bounds of UFO 2k. If you intend to use them anywhere else, send me a message since I'll be curious where they're going. All that's really needed is a door or two, the shrub bushes, and the stone half-wall. I have the tile set .lua mostly finished, but it would probably be easier to just start and organize your own. Especially since I'm not likely to be finishing it. If I get around to it, I'll organize and toss up the other hundred or so mismatched tiles I've done so those can be used as well. Peace out. Edit: Oops, that's an older version of the .png, missing about a third more tiles. I'll figure out where the newer one went later.
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Been a busy week at work preparing for a certification exam. Worked on a few things; added small trees and touched up the wheat. Still thrown-together maps. Also got hay bales, shrub walls, and telephone poles but not happy with them just yet. Oh, and a stone well, which fits in the middle of that rock circle thingie.
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Threw together a quick map. There's a lot of tiles I didn't put in yet, few things I need to fix or finish, like the roof and making the stairs stand out better against the frame.
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So I got distracted from my other tile project to work on a hand drawn replacement for X-Com's farm terrain. So far I've got brick walls, plank walls, a neat wooden frame stair, more barn-like slanted roofing, wooden things for lofts, well, basically everything to make a barn. Then those bush-walls, the little wooden fence, and a bunch of variations of dirt and grass. I'm roughly halfway through with the tiles.. I'd guess; I'm actually doing what I can remember and what I'd like to see, more than actual replacing. I figured rather than showing a boring picture of the tileset, this time I'd show something made with them, though my internet is being lame and I just got off work, so I'll add that later. Anyway, anyone have any suggestions or something they'd like to see in the farm terrain? I plan to add tiles for a quaint country house, the various fields, maybe some corn or new plants to hide in. A sniper nest grain silo, and maybe a lake or some water thing. I'll toss in a built screenshot later, it took me twenty minutes just to load the forum.
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To be named. And a little octagon cargo box.
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I started working on a new general-purpose tile set. The working name for it thus far is 'futureset'. Here's about a third of what I have so far: http://a.imageshack.us/img834/291/futuredisplay001.th.png Not that there's a super high demand for such, but once I'm a little further along, I'll toss up the actual .png and .lua's for use; there's a few shading issues I want to fix, first. Most of what's not yet shown are variations of walls, animated floors, and a few other odds and ends - I still need to create more objects.
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When holding down shift while preparing to shoot someone, it brings up a precise aiming menu, however what do all the various icons mean? Worse still, they seem to change depending on what's being aimed at. I realize it has something to do with the facing of the target, but that doesn't seem to actually help figure out where I'm going to shoot. I can't even shoot fences one square in front of me half the time, as suggested by the wiki. Edit: After playing with a tile editor, I finally figured this out. Not that the wiki gets updated all that much these days, but it's a complicated enough topic that maybe someone should make an article to better explain how precision aiming actually works, rather than the quick line or two it has mentioned. The order of the boxes, and the icons not always making sense to the non-technical, can easily lead to confusion. Just ouf of curiosity, why is the aiming displayed in a grid, rather than a single column from top to bottom? Surely there's enough room.
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Another flavor suggestion - If using the advanced game type, and if giving the humans one grace period turn (clicking done instead of eating them before they've moved), the zombies may pick up and move your weapons to a new location only on the first turn. This allows you to place them in second story rooms and hide them a little better than guessing on the setup map. You MUST drop the weapon before your first turn is over, or before you make any movement/actions on the second turn, if you ran out of TUs previously. You may NOT fire the weapon under any circumstances. If using this suggestion, it is okay for the zombies to start off holding the weapon rather than having to waste the TU to pick it up before moving it on the first round.