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Asplode Corp: The Oyster - Last Updated 8th November
http://forums.datarealms.com/viewtopic.php?f=83&t=11797
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Author:  Exalion [ Sat Jul 26, 2008 12:45 am ]
Post subject:  Asplode Corp: The Oyster - Last Updated 8th November

Hi all.

The Oyster is my latest addition to Asplode Corp. Rather than my usual approach of actors which cost squat and die in 20 seconds, this guy can be used as your Elite Troop.
This actor has more attachables than a Swiss coffee machine, costs 150oz and is an excellent choice of actor when facing enemies with automatic weapons.
Also available is this robot with the Jump-pack replaced with an effective more traditional Jetpack. This has increased the price of the robot though, making it 215 oz.
Now in Build 22!

Features
-Loads of attachables (which break easily, to give your robot that 'veteran' look before it's too weak to be of any use.)
-Custom wounds and other emitters
-Custom Jump pack
-Custom Jetpack
-Mostly Custom Gibs (first time I bothered).

Current Version 0.6, the third major version of this mod:
Image

Changelog:
UPDATE 1
After many requests, I've beaten up the scrapmonster.
it now
- Has more 'scrappy' sprites
- Sparks when it loses a limb

UPDATE 2
After intense playing, I've done some tweaking
- re-worked sprites, removed awful brown rust but kept rough look, as well as slight headshape tweaking
- Removal of explosive gibs, as it leads to too many game crashes
- new price, now 140oz
- Some damage tweaks.
- More custom gibs (Armor this time)

Update 3
- fixed arm stance.
- added another wound type for legs, so it doesn't hurt so much when people shred your little toes.

Update 4
- more offset tweaking: legs are further apart, head is further back
- attachables modification:
- one of the chest panels was removed, another moved down to cover the weakspot that caused.
- Neck plate beefed up
- A weakpoint of wires added, if Scrapmonster is looking up, shoot them out!
- Wounds tweaking:
- wounds on exposed legs do 2 damage, Body and head wounds do 5
- Sparks life time increased.

Update 5ish
- Strengthened joints. His legs will stay on much more now. I'm hoping this is the last tweak, I'd like to lay this project to rest.

Update 6
- Some new sprites
- Jump pack instead of jetpack: It IS meant to be a heavy unit
- chest attachable
- re-code: head doesn't explode so easily, whole actor is tweaked differently. I will need feedback to make sure it's balanced.
- It's called the Oyster now.

Update 7
- Removed Sparking emitters from body gibs. This should seriously reduce crashes.
- Added Alternate Oyster with a Jetpack, for when jump-packs just don't cut it.

Update 8
- Now compatible with Build 22

Update 9
- Head armor tweaked again to help prevent head implosions.

Author:  Mind [ Sat Jul 26, 2008 1:10 am ]
Post subject:  Re: Asplode Corp (finally) presents: The ScrapMonster

Uh.... it looks OK, but I'll DL and post my comments later :)

Author:  CaveCricket48 [ Sat Jul 26, 2008 1:13 am ]
Post subject:  Re: Asplode Corp (finally) presents: The ScrapMonster

When you say "Scrap Monster" I imagine a big giant monster made of gibs welded together, not a nice and polished robot. The SM is pretty tough for a scrap. DL'ed

Author:  Exalion [ Sat Jul 26, 2008 1:16 am ]
Post subject:  Re: Asplode Corp (finally) presents: The ScrapMonster

Yeah, that was my original intention Cave Cricket, but that is very very difficult to sprite, nasty to code and over-all to hard, so I made this. Hope it reaches expectations!

Author:  xtortion1980 [ Sat Jul 26, 2008 12:28 pm ]
Post subject:  Re: Asplode Corp presents: The ScrapMonster

I was expecting a some big metal mofo that looked like dog or something.
This doesn't look very monstery or very scrapy to be honest.
(and shouldn't it be weak inside its shell?)

Author:  10050 [ Sat Jul 26, 2008 4:26 pm ]
Post subject:  Re: Asplode Corp presents: The ScrapMonster

I agree with the above post. However, i do like this version of the ''oyster'', but i feel that the sprites could be improved a bit. D'led and i enjoy using it, but there is room for improvement. 8.5/10

Author:  Exalion [ Sun Jul 27, 2008 10:01 am ]
Post subject:  Re: Asplode Corp presents: The ScrapMonster

Well guys, I apologise it isn't a giant hunk of scrap metal.
Try using atomgroups and offsets and maybe you'll understand. If it's such a big deal I'll rename it and leave the Scrap Monster as a concept.

Author:  Ocular Bleeding [ Sun Jul 27, 2008 11:21 am ]
Post subject:  Re: Asplode Corp presents: The ScrapMonster

I think it's fine. It's actually quite fun to play with and I like how it has multiple layers to its armor. When you announced that you'd make this thing, I really didn't expect something gloriously over the top. I think this is a great addition to ever increasing pile of fantastic mods.

Author:  Exalion [ Mon Jul 28, 2008 7:40 am ]
Post subject:  Re: Asplode Corp presents: The ScrapMonster

Thanks! I'm glad you like the armor bit, that's the whole point of this guy.

Author:  Foa [ Mon Jul 28, 2008 9:10 am ]
Post subject:  Re: Asplode Corp presents: The ScrapMonster

It lasted five times longer, and lost attachment five times faster.

Author:  uberhen [ Mon Jul 28, 2008 12:07 pm ]
Post subject:  Re: Asplode Corp presents: The ScrapMonster

Great mod exalion. The ablative armor on this actor adds a nice, fun touch. :)

Author:  Tea [ Mon Jul 28, 2008 6:34 pm ]
Post subject:  Re: Asplode Corp presents: The ScrapMonster

I like the wires you can see when limbs get blown off.
maybe they could emit sparks?

Author:  zalo [ Mon Jul 28, 2008 9:56 pm ]
Post subject:  Re: Asplode Corp presents: The ScrapMonster

I like the Tank attached to its back. Adds to the look.

Author:  Winterous [ Tue Jul 29, 2008 1:56 am ]
Post subject:  Re: Asplode Corp presents: The ScrapMonster

Daddy like.

Author:  Geti [ Tue Jul 29, 2008 3:27 am ]
Post subject:  Re: Asplode Corp presents: The ScrapMonster

i agree with whoever said the sprites could use a little work though.. be nice if he was scrappier. this is more what i imagined the scrap-H to be like. i removed that ugy thing from my rte damn fast.. why was it red? >< now i need to add this in.. will it get some more finalising? or should i start working it into my rte?

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