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 Whitebot Actors 
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Joined: Fri Feb 15, 2008 8:54 pm
Posts: 92
Location: New England
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Post Re: Whitebot Actors
- Legs need to be shorter; body needs to be longer.
- Legs have a black outline; The head has a grey outline. Be consistent.
- Not a fan of health > 100.
- The rifle sprite could be better than an AK-resprite.


Last edited by The Cling Clang on Mon Sep 01, 2008 8:27 pm, edited 1 time in total.



Mon Sep 01, 2008 3:13 pm
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Joined: Sun Nov 11, 2007 1:49 pm
Posts: 785
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Post Re: Whitebot Actors
ProjektODIN wrote:
Its not that its frowned upon, its just that Promster is eventually going to make something 20x better than you.


20x?
I doubt it. 5 max.


Mon Sep 01, 2008 3:16 pm
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Joined: Mon Dec 04, 2006 3:34 am
Posts: 2378
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Post Re: Whitebot Actors
Shouldn't this credit the original creator (???) and myself for making the first versions, not to mention that your sprite for the head seems to have been taken from those mods?


Mon Sep 01, 2008 5:11 pm
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Joined: Thu Aug 07, 2008 10:09 pm
Posts: 39
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Post Re: Whitebot Actors
:???: I don't seriously understand it all. But The Brain-mech from the opening is part of those priestly "Klansbots" faction thing. I watch the whole thing every time I open the game, minus the time I found out how to skip it. With the spacebar.


Mon Sep 01, 2008 5:17 pm
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Joined: Thu Aug 16, 2007 10:09 am
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Post Re: Whitebot Actors
But it isn't. Look at it. It's walking next to the Whitebots. The WHITEBOTS.


Mon Sep 01, 2008 5:53 pm
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Joined: Fri Jun 01, 2007 12:17 am
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Post Re: Whitebot Actors
The brain mech was seen with the whitebots, so it's a pretty sure thing they're in the same faction. Unless, somehow, magically, a dev said otherwise.

Overall these are pretty good spritewise, but the head needs a lot of work to catch up. Neat job with the braina ctor, all we need is a flag :P.

PS: Not sure you should sprite a gun off the amorphous rectangles the bots are holding in that 'shot :P, you'll just come out with pixely rectangles. You may need to take creative license there.


Mon Sep 01, 2008 7:11 pm
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Joined: Wed Jul 16, 2008 9:14 pm
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Post Re: Whitebot Actors
I love You


Mon Sep 01, 2008 8:37 pm
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Joined: Fri May 23, 2008 6:19 am
Posts: 16
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Post Re: Whitebot Actors
won't launch

"Could not match property in Whitebot.rte/devices/whitebot/whitebot.ini at line 2"


Mon Sep 01, 2008 9:35 pm
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Joined: Sat Oct 20, 2007 5:13 pm
Posts: 61
Location: Somewhere with marijuana.
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Post Re: Whitebot Actors
Haha, I was just wondering when somebody was going to make these guys. I was about to try it as my first attempt at a faction, AND actors. But you beat me to it, and did a far better job than I could of. Good job. YGMDL.


Mon Sep 01, 2008 9:59 pm
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Joined: Fri May 23, 2008 6:19 am
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Post Re: Whitebot Actors
yep tried booting a couple of times and it didn't work

Any idea here? I really want to use that brainbot


Mon Sep 01, 2008 11:44 pm
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Joined: Fri Nov 16, 2007 6:32 pm
Posts: 211
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Post Re: Whitebot Actors
Check line two of whitebot.ini.

Or just re-download the mod.


Tue Sep 02, 2008 12:05 am
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Joined: Fri May 23, 2008 6:19 am
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Post Re: Whitebot Actors
"PresetName = Magazine Striker" is line 2

I see nothing wrong with it, but then again I'm not a programmer

I hope it still works on build 20

any ideas?


Tue Sep 02, 2008 2:13 am
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Joined: Thu Aug 07, 2008 10:09 pm
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Post Re: Whitebot Actors
I'm an idiot. The brain mech is DEFINITELY with the whitebots. Hail me as the town idiot.


Tue Sep 02, 2008 2:44 am
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Joined: Wed Jul 16, 2008 9:14 pm
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Post Re: Whitebot Actors
When the Brain bot dies, It doesn't FAIL you. NoGood
But it does EXPLODED HEADSHOT!!!


Tue Sep 02, 2008 4:32 am
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Joined: Tue Jul 24, 2007 1:13 am
Posts: 1183
Location: eating sock's face like a cupcake
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Post Re: Whitebot Actors
ProjektODIN wrote:
Its not that its frowned upon, its just that Promster is eventually going to make something 20x better than you.


never.


seriously, at the rate of development right now lol.


Tue Sep 02, 2008 5:38 am
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