New sprite evaluation/improvement discussion

Generic, on-topic discussion about Colonial Marines.
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SovietKitty
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Re: New sprite evaluation/improvement discussion

Post by SovietKitty » 13 Jun 2016, 00:44

I actually like a lot of the art, or at least it's direction. Things are cool, things are spooky, I mean it's not perfect but what is? Plus this is the sprites first implementations, this can all be changed altered and adjusted.
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Solacian72
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Re: New sprite evaluation/improvement discussion

Post by Solacian72 » 13 Jun 2016, 16:08

The spitter sprite, in my opinion, looks like a pufferfish.
I don't get why there is no green blood when a xeno dies, as it literally says "with green blood bubbling from it's mouth." I see no green blood, only brownish white.
Why are praetorians bigger than the queen? Isn't the queen supposed to be like the largest xenomorph in a hive? In lore, a praetorian is able to become a queen (I know it's not on this server, but still)

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jalen earl
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Re: New sprite evaluation/improvement discussion

Post by jalen earl » 13 Jun 2016, 18:03

The feet on the runners as well . They seem just a bit cut off and flat . Maybe change the ankle to have an angle, more dog leg like
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KingKire
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Re: New sprite evaluation/improvement discussion

Post by KingKire » 14 Jun 2016, 23:04

So i guess this is now, sprite update part 2 responses as of 6/14. From what i see, i think readjusting the stretch on the sprites did an amazing job. clearing up the blurriness has left some really top notch alien sprites to look at it.

Nitpicks:
- The new facehuggers look too big in comparison to regular sprites. they look the size of marines instead of marine heads, a resize would probably fit them into a perfect sprite.

-Weed floor tiles: 2 big problems i have with the floor tiles. They are a little too repetitive, and they tend to heavily clash and contrast along the sprites borders with normal flooring.
Now, the weed tiles look amazing, but i think its important to have some random tiles ( or all tiles) have little transparent areas in them that show the normal floors they are covering. These weeds need to look like they are taking complete control over the area, but its important to show that underneath, their was something human...once. The same notion goes towards the edges but i think having the sprites feather out along the edges with normal sprites would go a long way to show the invading nature of the weed, instead of having a clean straight border.
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Re: New sprite evaluation/improvement discussion

Post by monkeysfist101 » 14 Jun 2016, 23:44

Solacian72 wrote:The spitter sprite, in my opinion, looks like a pufferfish.
I don't get why there is no green blood when a xeno dies, as it literally says "with green blood bubbling from it's mouth." I see no green blood, only brownish white.
Why are praetorians bigger than the queen? Isn't the queen supposed to be like the largest xenomorph in a hive? In lore, a praetorian is able to become a queen (I know it's not on this server, but still)
Neon green xeno blood is an SS13 thing. Canon xeno blood is an off yellow/tan. Most people get it confused with the glowing green predator blood. The xeno descriptions are due for an update with the new sprites.
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Re: New sprite evaluation/improvement discussion

Post by Ikmalmn » 15 Jun 2016, 10:07

KingKire wrote:-Weed floor tiles: 2 big problems i have with the floor tiles. They are a little too repetitive, and they tend to heavily clash and contrast along the sprites borders with normal flooring.
Now, the weed tiles look amazing, but i think its important to have some random tiles ( or all tiles) have little transparent areas in them that show the normal floors they are covering. These weeds need to look like they are taking complete control over the area, but its important to show that underneath, their was something human...once. The same notion goes towards the edges but i think having the sprites feather out along the edges with normal sprites would go a long way to show the invading nature of the weed, instead of having a clean straight border.
I have to agree with his statement above, the weeds clashes with the surrounding area and looks horrible.

However, with some improvements, I think it would be a great art style. Just try to make as close as it's previous counterpart with the right infected and not infected. A good vs evil kind of feel.
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Re: New sprite evaluation/improvement discussion

Post by Steelpoint » 15 Jun 2016, 10:42

It would be nice to at least see the new sprites in a clearer fashion, even if only to make it easier to update the wiki.

Edit

Personally while I love the new weed sprites, I still would prefer the newer /tg/style one's. But I digress.

While the new Alien sprites may seem wierd to people, I think its important to create our own unique style of Aliens to better stand out as a unique game mode.
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enkas
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Re: New sprite evaluation/improvement discussion

Post by enkas » 15 Jun 2016, 13:22

Maybe it is possible to make them behave like the tables do? When it is alone, it would not take the whole tile, but would, when it is merged with another square of weeds?

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Re: New sprite evaluation/improvement discussion

Post by Egorkor » 15 Jun 2016, 13:26

make drones more greyish akin to hivelords, that'd give them a really cool look that's close to the films.

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Re: New sprite evaluation/improvement discussion

Post by apophis775 » 18 Jun 2016, 15:34

Yeah, we are looking at how to adjust the weeds to have "smoothing". Someone also recently suggested that weeds against walls convert the walls to resin, but I've got a better idea. I'm gonna see about making weeds that touch walls add an overlay to the wall that's sort of the weeds grown up on the walls.

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Re: New sprite evaluation/improvement discussion

Post by coolsurf6 » 20 Jun 2016, 22:01

apophis775 wrote:Yeah, we are looking at how to adjust the weeds to have "smoothing". Someone also recently suggested that weeds against walls convert the walls to resin, but I've got a better idea. I'm gonna see about making weeds that touch walls add an overlay to the wall that's sort of the weeds grown up on the walls.
Make them damage the walls so crushers can destroy them easier. For when the aliens attack and the marines just spam walls when they are escaping the sulaco.
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