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 Whitebot Actors 
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Joined: Fri Jun 01, 2007 12:17 am
Posts: 106
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Post Re: Whitebot Actors
/me points to full lua exposure in build 21.

It's not as easy as you think for a handful of blokes graced by the magic of lord internet to make a game as polished and functional as this one.


Tue Sep 02, 2008 6:59 am
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Post Re: Whitebot Actors
The Brain bot works, but because of the game code it has to be the first/only brain spawned.

and 20x .. i don't want my monitor to explode from trying to display WIN in its most pure state...

I'm gonna re-do the striker and add a shotgun tonight, possible a whitebot bunker.. whatever i have time for, then ill re-upload.


Tue Sep 02, 2008 7:43 am
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Joined: Fri Dec 22, 2006 4:20 am
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Post Re: Whitebot Actors
looks interesting, almost thought the robots had double knee legs, like a dog's back legs. but no.
still cool, and i lack mods.
Downloaded!


Tue Sep 02, 2008 7:51 am
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Post Re: Whitebot Actors
ok, tonight i will
*Make a flag(Shield)
*Fix the outlines on the whitebot
*Adjust the leg length
*Resprite the striker gun
*Add a blue flame for the jetpack

And if i feel like it ill sprite up some bunkers and a shotgun


Tue Sep 02, 2008 8:03 am
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Post Re: Whitebot Actors
Im having a bit of trouble geting the flag to animate? the animating part is an attachable connected to the flag pole(sheild)
frames 000 - 010 (framecount = 11)
any suggestions?


Tue Sep 02, 2008 10:00 am
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Joined: Tue Apr 01, 2008 4:49 pm
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Location: The Netherlands
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Post Re: Whitebot Actors
I doubt it's possible to animate shields. :???:


Tue Sep 02, 2008 10:52 am
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Post Re: Whitebot Actors
Damn...
Dose that apply to attached objects? (that's what im trying to animate)
Is there no work around?


Tue Sep 02, 2008 11:13 am
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Joined: Mon Mar 26, 2007 1:15 am
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Post Re: Whitebot Actors
Has anybody else noticed one of Prom's whitebots seems to be a homage to the cricket robots from the Hitchhiker's Guide to the Galaxy?

It could be entirely unintentional, but to me the armour vest looks like a cricketers padding, and the gold nugget looks like the ball.


Tue Sep 02, 2008 11:51 am
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Post Re: Whitebot Actors
Omg, well spotted capnbubs.


Tue Sep 02, 2008 12:36 pm
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Joined: Thu Aug 07, 2008 10:09 pm
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Post Re: Whitebot Actors
Hitchikers guide, For the win


Tue Sep 02, 2008 3:45 pm
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Joined: Fri Nov 16, 2007 6:32 pm
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Post Re: Whitebot Actors
The Cling Clang wrote:
- 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.

I like the long legs, and I think the rifle sprite is fine.
However, I agree with you on the other points.


Tue Sep 02, 2008 5:58 pm
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Post Re: Whitebot Actors
:grin: I think i have addressed those points, upload after i make some new content.

It would be nice to see what prom thinks of all this.


Wed Sep 03, 2008 12:22 am
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Joined: Sun Jul 13, 2008 9:57 am
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Post Re: Whitebot Actors
i think you can do animation by attaching an emmiter and animating the flash, like a muzzle flash. i know you can do it with wounds, so i dont see why not just a plain attachable. give it a go.


Wed Sep 03, 2008 1:13 am
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Post Re: Whitebot Actors
Will do. :pipe:
A flag that dose not animate isn't very professional.

I should extend the grey body plating down further, keep it true to the art.


Last edited by Nova on Wed Sep 03, 2008 1:45 am, edited 2 times in total.



Wed Sep 03, 2008 1:27 am
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Post Re: Whitebot Actors
I might consider starting work on a brainmech, A headless human actor should suffice.. Lots of attachables for destroyable armor plating.
It would be nice to use mounted mo's instead of arms, but thats a crab thing..

Anyone know if you can directly replace a body part with weapon? Seems like ill have to do a few experiments.


Wed Sep 03, 2008 1:28 am
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