Resin Floor Tiles (Weeds)

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Juninho77
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Re: Resin Floor Tiles (Weeds)

Post by Juninho77 » 26 Jun 2015, 06:29

+10. That looks freaking awesome.
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Re: Resin Floor Tiles (Weeds)

Post by Screamingstar » 03 Jul 2015, 03:22

Neutral

I do agree CM needs alot better weed and resin sprites but we use or create/upgrade our own.

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Re: Resin Floor Tiles (Weeds)

Post by Infernus » 05 Jul 2015, 07:14

I was playing around with it in GIMP, and this is what I did in few minutes. It is still WIP.
(Resin floor)
https://gyazo.com/5c633fc34bad01aeb3b7e98920511abc

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Re: Resin Floor Tiles (Weeds)

Post by apophis775 » 19 Jul 2015, 21:57

It'll depend on what our mappers/spriters want to do.

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Re: Resin Floor Tiles (Weeds)

Post by TopHatPenguin » 20 Jul 2015, 08:12

apophis775 wrote:You say that now, until a xeno drags you to a space-hive with no atmosphere.
Right new idea of how this could work...

So instead of having resin floor tiles.. couldn't we have it so when weeds are at maximum size they form that resin floor thing in the image?

Then that solves the resin floor tile problem but solves the suggestion.
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Re: Resin Floor Tiles (Weeds)

Post by Steelpoint » 29 Jul 2015, 06:06

As someone who often plays on /tg/ I can say that their interpretation of alien weeds, the same image posted on page one, is much more aesthetically pleasing on the eyes and overall looks far better than CM's current implementation in my opinion.

Currently the weeds used are a sore to look at as well as it can be hard to identify objects or individuals.
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Re: Resin Floor Tiles (Weeds)

Post by Expired Torpedo » 29 Jul 2015, 08:08

+1, looks way better than our weeds..
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Re: Resin Floor Tiles (Weeds)

Post by Sebro » 29 Jul 2015, 10:52

DID THIS EVER HAPPEN? The answer is no. Oh gawd wrong post...
Last edited by Sebro on 30 Jul 2015, 17:21, edited 1 time in total.
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Re: Resin Floor Tiles (Weeds)

Post by HalfdeadKiller » 29 Jul 2015, 16:33

+1 Those infestation sprites look amazing. Though, I would like testing to be done to ensure that bullets do not stop at the weeds when clicked. I think with our current weeds, clicking the weeds will cause you to shoot the weeds, and stop the bullet traveling once the bullet reaches the weeds you clicked on. I would prefer the bullet to continue moving past the clicked weed tile. If this isn't possible, that is okay. It could be considered a feature, so marines can't just blast hive structures at long range from inside the hive.

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Re: Resin Floor Tiles (Weeds)

Post by Steelpoint » 01 Aug 2015, 13:21

Here's a DMI of /tg/'s alien weed sprites. In case we want to use it...

http://www.megafileupload.com/95jQ/alien.dmi
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Re: Resin Floor Tiles (Weeds)

Post by Steelpoint » 04 Aug 2015, 03:17

Bumping for great justice.
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Re: Resin Floor Tiles (Weeds)

Post by Steelpoint » 12 Aug 2015, 12:51

I still contest these sprites are great and we should use them.
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Re: Resin Floor Tiles (Weeds)

Post by Felkvir » 13 Aug 2015, 07:48

+1 +1 +1 +1 +1 +1 why the fuck do we not have this yet +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1

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Re: Resin Floor Tiles (Weeds)

Post by Steelpoint » 13 Aug 2015, 12:03

Only other good images I could find that help further showcase these sprites.

I should note that when we introduced this to /tg/station I was highly against the change, yet after some time in game I very quickly grew to like these weed sprites, and I think we stand to gain a lot from using these sprites.

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Re: Resin Floor Tiles (Weeds)

Post by TopHatPenguin » 13 Aug 2015, 20:55

Steelpoint wrote:Only other good images I could find that help further showcase these sprites.

I should note that when we introduced this to /tg/station I was highly against the change, yet after some time in game I very quickly grew to like these weed sprites, and I think we stand to gain a lot from using these sprites.

Image

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Instead of using these exact weeds could we possibly use them for a "template" or an idea for the spriters to go off of ? Just an idea.
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Re: Resin Floor Tiles (Weeds)

Post by kurugi » 13 Aug 2015, 21:14

UnknownMurder wrote:...I'm neutral on this...

I like our weeds.
This except I'm opposed.
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Re: Resin Floor Tiles (Weeds)

Post by Steelpoint » 13 Aug 2015, 22:35

Believe me when I say I was one of the biggest opponents to this sprite change on /tg/, but even now I think these new weed sprites are far superior to the older one's /tg/ used to use and the old one's we currently use.

Simply put the biggest reason why I think we should swap out is due to the fact that items on resin floors would be far easier to distinguish than with the current weed sprites, its the difference between night and day.
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Re: Resin Floor Tiles (Weeds)

Post by XanderDox » 13 Aug 2015, 22:41

+1, this is much more zergy and alien like. The current weeds look nothing like actual Alien weeds, and are pretty ugly...

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Re: Resin Floor Tiles (Weeds)

Post by Sligneris » 14 Aug 2015, 11:29

I'd say it's going to be great in the alien hives - specially if we could get the connected walls.

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Re: Resin Floor Tiles (Weeds)

Post by Steelpoint » 17 Aug 2015, 04:14

Obligatory reminder post.
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Re: Resin Floor Tiles (Weeds)

Post by Evilkyle24 » 17 Aug 2015, 04:45

+1. Hives must look more hivey.
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Re: Resin Floor Tiles (Weeds)

Post by Steelpoint » 24 Aug 2015, 01:47

Some more pictures of Weeds in action during a round of /tg/ to help further the cause of getting these sprites for SM.

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Re: Resin Floor Tiles (Weeds)

Post by Felkvir » 28 Aug 2015, 11:31

bumpity bump

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Re: Resin Floor Tiles (Weeds)

Post by Steelpoint » 28 Aug 2015, 11:44

Since the link I posted is dead here's a direct link to the dmi of the alien sprites, including the weed sprites: https://github.com/tgstation/-tg-statio ... /alien.dmi

I can reiterate my arguments one hundred times, but I can summate it as such.

1: The sprites don't clash with objects/mobs on top of the sprites unlike the current weed sprites do. Whereas currently it takes effort, and can be straining, to see anything on top of the current weed sprites the proposed sprites don't have this problem, and any object on the weeds is clearly visible (this does not clash with Hunters stealth).

2: The sprites are, subjectively, more xeno appearing as they look far more akin to the hives seen in Aliens media, since alien growth in media is seen as a solid structure not a web like vine style.

3: They are far easier to destroy with a knife, since you don't have to worry about hitting the floor.
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Re: Resin Floor Tiles (Weeds)

Post by Jeser » 28 Aug 2015, 15:06

People, we need NEW sprites, not TG. On TG resin hunter invisibility is pretty useless.
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