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Bifur
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Quote Bifur Replybullet Posted: 09 May 2006 at 12:23pm
why not backpacks? 

I know! Leafs shouldn't make shadow...
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MurrMan
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Quote MurrMan Replybullet Posted: 09 May 2006 at 12:56pm
it seems strange for the body to be minorly black out lined and the MG not to be... I love these colors!!! why can t i every get color selections like these? i think that there should be som more contrast, maybe a different highlight for the gun?
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Shark
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Quote Shark Replybullet Posted: 09 May 2006 at 1:43pm
no way, dude wat happened it started off so well. i wanna c robot/
mech-carnage not small little men with big heads. cmon gimme
something with 6 legs, hydrolics, steam, maybe a floating brain in a
jar. jets, rockets, lasers, big guns, but keep with this style :D
Snark, we love yuu.
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Larwick
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Quote Larwick Replybullet Posted: 09 May 2006 at 1:55pm
YEssir!
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Quote Souly Replybullet Posted: 09 May 2006 at 1:59pm

I pretty much want the exact same thing as shark.
Except you need some kind of... Laser Crotch Robot.



Edited by Souly

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Shark
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Quote Shark Replybullet Posted: 09 May 2006 at 2:33pm
LMAO
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MurrMan
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Quote MurrMan Replybullet Posted: 09 May 2006 at 3:43pm
on the subject of the bobbing, i noticed that the diaganle leg hit at the same times. make the two bobs and those points
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Larwick
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Quote Larwick Replybullet Posted: 10 May 2006 at 11:41am

Nah, i dont think i'm up to laser-crotch-robot standards yet. And MurrMan, that could work, but there arn't many frames and i think if i tried to do that there would be two jolts rather than a 'bob'.

You guys can expect long armed freaks of robots, some tank thing with around 5+ different cannons and a centipede-like mech. Maybe something cunning that flies too.

Also, i might be editing the walking animation so it rocks side to side rather than bobbing, just to see how it looks.

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Larwick
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Quote Larwick Replybullet Posted: 10 May 2006 at 1:04pm
 Medium sized/difficulty enemy.  Thoughts? The perspective was hard to figure out... and dw jalonso, i've decided that flame thing will be the enemies' insignia.

Edited by Larwick
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Bifur
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Quote Bifur Replybullet Posted: 10 May 2006 at 3:30pm
i think there should me more details in the wheels 

I know! Leafs shouldn't make shadow...
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Shark
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Quote Shark Replybullet Posted: 10 May 2006 at 3:51pm
now we're talking baby :p
Snark, we love yuu.
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Larwick
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Quote Larwick Replybullet Posted: 10 May 2006 at 3:53pm

Originally posted by Bifur

i think there should me more details in the wheels 

Already done Bifur, already done.  (Wont update yet though)

And yup shark, glad you like it.

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Krysis
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Quote Krysis Replybullet Posted: 11 May 2006 at 12:37am

Here's a messy idea. Might be usefull.

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Brian the Great
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Quote Brian the Great Replybullet Posted: 11 May 2006 at 2:59am
Shoots
Your animation might be too smooth for the firing of a projectile of that caliber. A firing animation should convey visual force as much as it conveys the force of a projectile being fired. This is why I usually use a bit less subtle beginning on firing animations.
original
edit

Rise
Remember kids! Gravity stops you from going up before taking you down again! Your version wasn't smooth enough at the infamous 'zero-gravity' point, which is why I added a few frames around the point where up becomes down. At this zero-point you should also watch the way the turret bends. In your animation, I think it bends up way too late. In the edit I made, I've added a turret bounce at the landing frame. Details like this can really be the cream topping on a delicious cake. Also look at this little image I just made to support my lousy writing, showing zero-points and stuff:

original
edit

Skipping
I can't help but thinking the back legs lag a wee bit. When making an animation such as this, I usually find it handy to keep a line at the bottom to see how the ground moves. Also, the 'kicking' up seems to have less frames than the decent. You might want to have a little more symetric animations to smooth this out. Think 1-2-3-2-1. Also, I can't really makes out where he gets the kinetic energy for each jump. Doesn't he need to set set himself off against the ground to get up?
orginal

Walk
As I noted on the skipping animation, try getting a bit more symmetric animations. Having two bobs in a single animation cycle would definatly improve this piece a lot.
original

Annnnnd that's about it. KUTGW and stuff.

Edited by Brian the Great
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stanloshka
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Quote stanloshka Replybullet Posted: 11 May 2006 at 3:21am
I see he is limping. He is going down only on two legs. It looks strangely.

Edited by stanloshka
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Larwick
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Quote Larwick Replybullet Posted: 11 May 2006 at 3:51pm

Krysis, i like those concepts. Sort of mutated looking. I did actually have some sort of idea of it 'evolving' or having some sort of hidden massive cannon or other gadets inside its carapace. Cheers for the added inspiration ^_^

Brian! Thanks alot for taking the time to do all that. It's very useful, and i agree with it all. I will try to edit them when i have the time.

stanloshka, dont really understand you, but you're right that it does look like it's limping. I will keep editing to try and get rid of that.

And to keep this going, here's a WIP of a portrait for the little fellow:


Is it too big? I will probably do one around this size and another a more useable size later. Any other comments on it? I'm quite keen on the pose, and will be making it all dramatic etc. ^_^

And also just a note that there will be aliens and monsters within the array of enemies i have concept'd. RaWr.



Edited by Larwick
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Monkey 'o Doom
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Quote Monkey 'o Doom Replybullet Posted: 11 May 2006 at 5:35pm

The legs look like side views of fat thighs.

Good otherwise, but there are some jagged lines on the top of the orange body.


RPG is numberwang.
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Bifur
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Quote Bifur Replybullet Posted: 11 May 2006 at 6:02pm
letgs in the sprite seems smoother then in the portrait

BTW . i want o play it , finish it asap !

I know! Leafs shouldn't make shadow...
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Larwick
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Quote Larwick Replybullet Posted: 11 May 2006 at 6:13pm
 Fixed some jaggies and shaded it blockily. The lightsource is from below/front and i'm just trying to figure out some of the shadows and stuffs. I might edit the pallette when finished and/or make the highlight a more moody colour. (I have already noticed some faults in the shading but if you notice more [which you probably will] please do tell)

And up Bifur, me too. I'm currently doing lots of different parts of the 'game' at once >.< Still don't know whether it will actually become a game, but fil_razorback kindly suggested that he could code it if i ever needed it to be.
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Larwick
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Quote Larwick Replybullet Posted: 13 May 2006 at 11:44am


Update. Not so sure about the white on the portrait, and the barrel's shadows. That'll be changed.
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Saboteur
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Quote Saboteur Replybullet Posted: 13 May 2006 at 12:25pm
About the new cannonizing, why does his body recoil upwards off of every shot? I'd think the force would be pushing backward, not upward, so the legs lifting off the ground doesn't make sense to me.
"I was minding my own business and walking across a pebbled path, and a Duck started giving me the business."
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Larwick
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Quote Larwick Replybullet Posted: 13 May 2006 at 1:21pm
Yes, it's odd and exaggerated, but... Perhaps because the barrel is sort of loose and/or springy when the body is recoiled and it cannot move backwards any further the force of the blow sways the body and the cannon upwards instead, and the backlegs and it's own weight stops it from sliding. Like if you put the back brakes on your bike and tried to push it backwards.

 Update...

Oh, and also, just thought of a new idea, elaborating from a few others. Sort of in the same way samus changes her gun to change the type of ammo she uses, the Rustbug will do the same. Although with the Rustbug its gun barrel goes back into the body and pops back out as the different weapon type. The main barrel, as shown in all the current animations and concepts, is the one used for normal 'zap-ish' fire. Of course i'll need to think up better names for them all. Expect flamethrowers, mini-guns, rocket launchers and HOOVER POWER! Heheh.

Edited by Larwick
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PixelSnader
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Quote PixelSnader Replybullet Posted: 13 May 2006 at 4:01pm
last barrel looks best, but i think the ''portrait'' is a bit bland, i know it's supposed to be exactly the same as the sprite, but i think some details would help it anyways

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Monkey 'o Doom
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Quote Monkey 'o Doom Replybullet Posted: 13 May 2006 at 4:09pm
Add some exposed wires/pipes/mechanics on the bottom of the grey thing.

RPG is numberwang.
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Larwick
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Quote Larwick Replybullet Posted: 13 May 2006 at 4:33pm
Yes, details will be added! Cheers for the comments guys.

And... here's a 'quick' mockup of the ideas i have so far:

Basically, the bar on the bottom is the players 'power'. The more of it they have, the longer they can live, and the better the weapons they can use. For instance, the zap thing uses up 20 power, and therefore as it says on the top, there are 10 zaps remaining with 207 power. The power would replenish throughout the game so you wont go killing yourself just by firing your weapon. The smallest weapon wont need power to be used, or something like that.
And yes, i like pointless floating numbers >.<

Keep in mind this isn't definetely going to become an actual game, it's mainly just for fun and teaching myself with various aspects of it. Would be cool if it did though, right? ^_^

Edited by Larwick
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Bifur
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Quote Bifur Replybullet Posted: 13 May 2006 at 6:17pm
u better make some real big guns and explosions

I know! Leafs shouldn't make shadow...
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Aleiav
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Quote Aleiav Replybullet Posted: 13 May 2006 at 7:07pm
The explosion is cool, but it looks a bit like a tree. I thought it was a tree at first.
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Quote Blick Replybullet Posted: 13 May 2006 at 8:46pm
I love the post apocolyptic feel of it. Lately that sort of setting has really appealed to me.

Even though you want the focus to be on the foreground, I think the background could have more detail. I'd personally like to see silhouettes of distant burning cities.

And yeah, explosion looks like a tree. It could use some hot areas in the rolling smoke. If you look at explosions, it's like a round burst of flame followed by smoke consuming it and then it dissipated. I'd like to see the explosion shown here have some of that fire in it.

Or is it oil? Because I was going to suggest having oil spraying out from the ground as a way to power up or something, because the mockup feels very industrialized with the metal and smog, you'd just need to add oil to make the theme come together in my mind.
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Larwick
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Quote Larwick Replybullet Posted: 14 May 2006 at 3:43am
Bifur - uhuh.
Aleiav - yup, does a bit, but it shouldnt when it's animated.
Blick - yeah, i'm quite keen on that style aswel ^_^ the background will definetely need more detail, the idea of burning cities is great. The explosion will most probably be updated a few times, and i'll deff make it more fiery. Also i'll be having sort of 'dust' explosions for the more organic enemies. The oil is also a lovely idea, and could really work. I'll obviously have to do something that looks more liquid though.

Cheers for all the comments.
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Skull
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Quote Skull Replybullet Posted: 14 May 2006 at 3:54am
Truely amzaing, is all I can say.
I still think you need a brief animation of the Bug taking damage, then repairing itself with a glow or something.
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Larwick
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Quote Larwick Replybullet Posted: 14 May 2006 at 1:28pm
Thankyou very much Skull, and i have had a few goes at making that sort of animation but have kept giving up. I'll keep at it though.

I know it aint top priority, but i updated the mockup a lil bit:



The buildings will need shadows to make them look in the right perspective.
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Bifur
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Quote Bifur Replybullet Posted: 14 May 2006 at 2:08pm
backgrounds looks good , why dont u add some destroied buildings to add some chaos feel?

PS:explosion much better , thought it was a tree b4

I know! Leafs shouldn't make shadow...
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Larwick
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Quote Larwick Replybullet Posted: 14 May 2006 at 4:32pm

I got bored of the portrait so i rustled this up:
 dynamic?

Updated the mockup oncemore:
 A step ahead there Bifur.

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Monkey 'o Doom
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Quote Monkey 'o Doom Replybullet Posted: 14 May 2006 at 4:34pm

If you're serious that you won't make this a game, I might just die. >.<

Seriously, though, it has so much potential that it would be akin to a disservice to humanity if no one makes it into a game. I personally would love to at least give it a try if no one else.


RPG is numberwang.
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Larwick
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Quote Larwick Replybullet Posted: 14 May 2006 at 4:38pm
Well, i'm flattered! Of course, i will try my best. ^_^
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Bifur
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Quote Bifur Replybullet Posted: 14 May 2006 at 4:53pm
i could win bucks of money , sell it to miniclips xD 

I know! Leafs shouldn't make shadow...
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Brian the Great
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Quote Brian the Great Replybullet Posted: 14 May 2006 at 5:34pm
Whateveryoudodontselltominiclipkthx.
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Larwick
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Quote Larwick Replybullet Posted: 14 May 2006 at 6:54pm
What Brian said.

 Was bored so made this. Also, tis almost 3am so note the stupid quote. I shall be bedinising now though. Turrah.
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Pixel_Outlaw
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Quote Pixel_Outlaw Replybullet Posted: 14 May 2006 at 7:51pm
WEll with the barrel at that angle you would never have a full circle on the end. It should be an ellipse. What do you plan to make this in?
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alkaline
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Quote alkaline Replybullet Posted: 14 May 2006 at 8:05pm
I'd say lighten the dark color on the building just a small tad bit. And find a lighter color for the gray dither you added on the building also.

And uh...the 'dynamic' one, the top dome part is leaning too much to the left. Circle-ize it more!
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Aleiav
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Quote Aleiav Replybullet Posted: 14 May 2006 at 11:48pm

Originally posted by Larwick

What Brian said.

 Was bored so made this. Also, tis almost 3am so note the stupid quote. I shall be bedinising now though. Turrah.

It looks awesome, but I think the message box could use a border.

It's all coming out amazing. I love the colors and how everything looks. I'd love for this to be a game. It would look amazing.

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Larwick
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Quote Larwick Replybullet Posted: 15 May 2006 at 4:09am

 

Ah, something to start the day. Added a border, put the power bar back in, although it would be cropped like this when there is a speech bubble in place. Also edited the background slightly. And on the avatar i rounded the body slightly, although theres an annoying little nook, but owel, and i added the weird thing around the cannon fixture part. Oh yeah, and i made the hole on the end less round.

@ P_O, i'm not actually sure what this would be made with. Why do you ask?

Cheers for the comments peoples.

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Saiklor
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Quote Saiklor Replybullet Posted: 15 May 2006 at 6:21am
for a rusty bug he's pretty smooth. looks more like rust coloured paint than rust to me. Unless of course he's NOT supposed to be rusty, but if he is here are some references for rust

http://www.eleganthack.com/archives/rust.jpg
look at the dots and the uneven texture

http://www.michelekempees.com/rust%20bucket.jpg
see how it runs from holes/crevices, could you work that along the top of his legs, and maybe add a hole or two?

http://www.michelekempees.com/rust%20bucket.jpg
lookit all the colours in rust, could make a really neat visual impact to toss in a few new, non-red/orange colours for emphasis and contrast
www.semesteratsea.com
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Larwick
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Quote Larwick Replybullet Posted: 15 May 2006 at 6:29am

Yeah, that's true Saiklor, but originally i did actually name it the Rustbug because of the pallette, not the actual character concept. Thanks for the references anyhow, i think it might be quite cool to have a monster with a skin texture like rust...

Update:



The tank is gunna take a while so... say hello to the (most probably) smallest mech enemy. Might make one without a cannon. Anyway, what are your views on the colour scheme? Red and grey... :S And also i need ideas to make it look as menacing as possible... at the moment it sort of looks too cute, if you find rattish robots with cannons on their backs cute...



Edited by Larwick
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Shark
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Quote Shark Replybullet Posted: 15 May 2006 at 10:14am
Snark, we love yuu.
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Souly
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Quote Souly Replybullet Posted: 15 May 2006 at 10:40am

Played around with the pallette.
I tried a more paleish red so it would match the other pallette you used.

It seemed too bright compaired to the Rustbug so it looked strange.



Blue?

I placed your enemy and my two pallette edits onto one of your mockups.



Edited by Souly

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Monkey 'o Doom
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Quote Monkey 'o Doom Replybullet Posted: 15 May 2006 at 1:28pm
I <3 Souly's red color. Use it more on the bot.

RPG is numberwang.
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Larwick
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Quote Larwick Replybullet Posted: 15 May 2006 at 2:06pm

Souly you're right, the red i used is too bright. I haven't gone as drastic as yours, but i've lessened the saturation slightly. Now it's more of a 'leather' colour.



Yes i kept the old pallette for when it fires the cannon because the new one hasn't enough contrast, and the old one goes better with the red zap. Re-doing all the reds makes it very dull. And yes, i want the zap red... ^_^

What should this thing be called? Some ideas i have are 'Pest/-bot', 'Pony/-bot'... (yes, i'm a retard, and i like it)... Anything amusing, patronising, cool or mysterious (and of course original) would be cool.

I wrote a quick 'plot' of sorts (it's very lame at the moment, but it works, and will give me something to work with). No one will be able to see it yet though... perhaps.



Edited by Larwick
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MurrMan
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Quote MurrMan Replybullet Posted: 15 May 2006 at 2:38pm
why does the cannon fly forward when it fires? is it throwing the bullet? aqnd if you whant menaxcing you should use green in my opinion, and make it look slimy
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Brian the Great
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Quote Brian the Great Replybullet Posted: 15 May 2006 at 2:50pm
I need a project like this.
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