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Messages - MightyMic

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101
Mods / Re: Cube Warfare Version 1.1 is Released!
« on: 14 April 2012, 19:38:07 »
You should play this with PT's Mincraft Tileset  :D :D :D

102
Mods / Re: Undersea MG (Aqua-Pack)
« on: 14 April 2012, 17:30:04 »
I wasn't thinking of making it actually explode... though that would be cool :P
I was thinking a more typical defense structure and having it shoot out little particles of death

103
Mods / Re: Lego Mod!
« on: 14 April 2012, 17:26:57 »
I'm trying to figure out if I should have them upgrade to the same unit... like if you upgrade weapons and then speed, should that be the same unit if you had upgraded speed and then weapons?

*sigh* so much to think about

I also don't have many ideas for buildings. I've got the "castle" and the energy center (see space-like picture above) I've now got a Lego Repair Center and I'm planing a Lego Research Center (that produces units from specific Lego sets - like the Stormtrooper) but that's it. Only four buildings... is that enough?

Hmmm... good thing I wrote this. Originally, I was planing on having the workers pretty much the only person (with the exception of a couple special units - Stormtrooper) now, though, I think I'm going to have a Lego Builder... Creator... Inventor... dude upgrade to the robots, cars, plane and any other good ideas I get.

104
Mods / Re: Lego Mod!
« on: 14 April 2012, 15:10:39 »
That's right. I'm thinking that you start with a basic unit (like the car) and then upgrade to improve one aspect of that unit (like armor, weapons or speed) From that unit you can then again upgrade. I'm not sure how many upgrades I'm going to have, but if you upgraded something like armor three times, the unit would essentially be invincible (not quite but you get the idea) but something else would suffer like speed. So an invincible unit that is really slow is what you would get if you upgraded only armor. But if you upgraded armor then weapons, you'd have a more modest speed with a stronger attack but less armor.

105
Mods / Re: Lego Mod!
« on: 14 April 2012, 03:53:36 »
Just had to post this before I went to bed... My latest model.

(click to show/hide)

I'm going to try and get an alpha release up here in the next couple days... or prealpha

106
Mods / Re: Cube Warfare Version 1.1 is Released!
« on: 14 April 2012, 02:31:09 »
I just finished playing a game and it was pretty awesome how many units I could produce in such a short amount of time :D

A Spearman would be great! I think he should have a range of 2 or 3 and should stab the enemy when attacking rather than whacking the enemy like the swordman/guard (just to change it up a bit).

Clever of you to split the archery range from the barracks and it works too, though I think the archery range shouldn't have the castle-like part on the side and instead of being wide, should be long (with pretty much only targets and a fence... and tables possibly) then when producing a unit you could show an archer training! (kinda like the gladiators in Romans)

It's getting pretty cool! (I like how fast you can build up an army ;D)

107
Mods / Re: Undersea MG (Aqua-Pack)
« on: 14 April 2012, 02:11:12 »
Great work guys ;D

I like the models, they're all awesome! The giant squid is cool, but the animation needs editing (it's suddenly facing the other direction when it stops :confused:) and it's really a lot stronger than all the other persons (I decimated the CPU with four Giant Squid).

The buildings are pretty cool too, maybe some defensive structures in the next release? You could have a clam with a pearl spit magic stuff at the enemy for the Kingdom of Neptune... or maybe some sort of seaweed? And for the Atlantis Project you could have those bombs that float in the water like on Finding Nemo :D (I think they're technically called Naval Mines, but since this is Atlantis you could call it something else)
(click to show/hide)

This is going to be an awesome techtree once it's finished :thumbup:

108
Mods / Re: Lego Mod!
« on: 14 April 2012, 00:32:03 »
Ishmaru... it was double sided (at least double sided was checked) but I unchecked and checked it again and viola!

(click to show/hide)

I still need to stick a pilot in there and what not, but it's working!!!!! :D

109
It can't find the attack type sniper... (for the Ghost Sniper)  :'( and I was looking forward to a game with the updated Astro-Marines. JK I just changed it back to siege, which is what it was before  ;)

110
Mods / Re: Lego Mod!
« on: 11 April 2012, 15:02:30 »
Does this work in Blender 2.61? I can't seem to get it to work. The windshield is always transparent and allows you to see through the rest of the model...

(click to show/hide)

111
Mods / Re: Undersea MG
« on: 10 April 2012, 02:22:25 »
When I read Wyvern's post, I immediately thought "Davy Jones Locker" Though it would probably be better to have that as a separate faction...

Factions (IN PROGRESS):
  1) Atlantis (A more modern, treasure hunter based faction)
  2) Kingdom of the Ocean (A Greek/Roman [Poseidon/Neptune] god based faction with mostly sea animals)

Factions (IDEAS):
  3) Lego Underwater (An underwater Lego faction based mostly on building bigger and better)
  4) Spirits of the sea (A ghost based faction having the idea of Davy Jones Locker)

Sorry Mr War, but I don't really like the name Kingdom of the Ocean :-\  It doesn't really have any pizazz and I like shorter names... though I don't really have any better names to suggest...

Feel free to add/subtract from anything I said, and if I got anything wrong please correct it.

112
Mods / Re: Undersea MG
« on: 8 April 2012, 02:38:26 »
COOL!

You should make the statue a little tilted and sunk in one corner into the sand. Also maybe a broken pillar...? Looks great by the way. The shark is awesome :D

113
Mods / Re: Undersea MG
« on: 6 April 2012, 02:55:09 »
Ha ha :O wasn't really expecting it to play like Annex :thumbup:

The models are AWESOME! and the tileset is great (though a few more/different models wouldn't hurt).
The resources at the top... they're all the same picture (I'm sure you know that, but it was a little confusing)
All the attacks seemed a little bit too slow or maybe too weak (it just seemed to take forever to take down the enemy's base)

But I love the tech tree! I can't wait for the next release...  ;)

You mod a lot faster than I do ::)

114
Mods / Re: Lego Mod!
« on: 6 April 2012, 02:14:24 »
Thanks Eliminator! Dying looks pretty cool... er... the animation anyway ;)

Here's my latest model:
(click to show/hide)
I figured it wouldn't be Lego without one :P

115
Mods / Re: Cube Warfare
« on: 6 April 2012, 02:05:37 »
I see that you made a new castle model. Does this mean that you're making other new models as well? ::)  Cause that'd be awesome!

Like the re-size :thumbup:

116
Mods / Re: Undersea MG
« on: 5 April 2012, 12:01:55 »
Hey Mr War, if you need any extra models check my unused models pack in the contributions thread. Its got starfish, jellyfish, shipwreck, giant squid, and a few others :)
Link's dead  :-\

The shallow vs deep sounds cool, but when you think about how it would be played in the game you start to think it might not be such a good idea :( too bad, because it sounded really cool. You can test it out and see how confusing it is/isn't and decide where to go from there...

117
Mods / Re: Underwater/ ocean worlds tech tree
« on: 3 April 2012, 14:40:00 »
After I finish my Lego tech tree, I plan on making an underwater Lego faction. Or maybe just a scenario, but I'm not quite there yet :P

I think an under water water tech tree would be awesome (as well as the scenario Elim is creating) but it would be weird playing it on a different tileset like spring or something like that, so... I still think we should be able to limit the tilesets somehow per tech tree (see Limit Tilesets per Pack) and this is a perfect example of why we should be able to do that

Sounds awesome Mr War! can't wait for the first release :D

118
Mods / Re: Lego Mod!
« on: 3 April 2012, 01:50:06 »
Quote
... I thought you would make crazy guns/cannons as weapons ...
Oh yes, most definitely! It's just in the basic models, I want the attacks to be pretty basic and as they morph into more and more complex machines the attacks become stronger and stronger... with awesome guns/cannons/lasers/catapults/missiles and hopefully I'll be able to make some good animations for them (I haven't really tested my animation skills but I'm not going to release it until they're perfect ;D )

119
Maps, tilesets and scenarios / Re: Lego Tileset - Prealpha
« on: 2 April 2012, 03:17:19 »
[big]Newest Release[/big]

Newest Alpha release include more tree models, new rock models, water texture (made by me), and statue adjustment.
Download

Note: url at the top of the page has been updated as well

120
Mods / Re: Lego Mod!
« on: 2 April 2012, 01:04:03 »
I actually haven't put much thought into attacks (yet). Robots (except the gunner branch) are going to have an attacking range of 1 - 2 depending on their level. For cars I think maybe throwing something at the enemy would work. OR you could put a spare tire on the back and he pulls that off and throws it at the enemy... (I don't know how that would look though ::) )

121
Mods / Re: Lego Mod!
« on: 1 April 2012, 01:04:54 »
Nice, I think I can fit it in  ::)  I have a car model already, but it's a little higher than base level, so this will be good for that.

Thanks!

122
Mods / Re: Lego Mod!
« on: 31 March 2012, 15:17:29 »
How many triangles is the plane?
658   It's 68KB without any animations

Also are these models the basic units? Will you be able to upgrade them to more capable units?
These are both the first morph. I plan on making the final models sweet :D

I made new stone... because I didn't really like the old models. As you can see it still needs to be scaled, but I like these models better than the old ones.


123
Mods / Re: Lego Mod!
« on: 31 March 2012, 03:08:31 »
Thanks Wyven!  :D

Here's a picture of the basic flying unit (without the Lego man) I think this model is pretty awesome!



Also, I have a question. When I made the windshield transparent, it allowed me to see through the plane... is there a way to make it so it's only through the glass and not the entire model?

AND: I think I solved (maybe) the problem of the verts being so obvious. Basically, when I was unwrapping my models, I was creating boxes and resizing them to a specific color. Well, when I pulled the corners around a little bit (in the uv image editor) the edges became much less obvious (or at least they weren't edged with a different/darker color)

124
Mods / Re: Lego Mod!
« on: 31 March 2012, 01:46:25 »
I wasn't really thinking of that  :O

Anyway, here's a remade "robot" this is the basic one


125
Mods / Re: Lego Mod!
« on: 29 March 2012, 18:38:25 »
Thanks ElimiNator. I think I'll still use your model because it's awesome ;)

So, I have a few models done and I like some of them, but others I don't... (I have an idea of how to make them better) Here's what I'm thinking the overall structure is going to be. A Lego man can mine blocks (vs gold) and energy sources (vs stone). He "builds" machines (really it's going to be a morph) where the machine can do a certain task better than the Lego man (i.e. mine faster, fight better, move faster) but the Lego man is incorporated into the machine (basically controlling it -> the reason it's a morph not a build). The Lego man can add things onto the machine to make it better (i.e. guns, armor, bucket, wheels, rockets... to name a few I'm thinking of)

If you guys have an other ideas, I more than willing to listen! And let me know what you think  :)

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