• Tales from the Galactopticon - The quest for the Argemitis Galacticus (A mod by mods)
    2,003 replies, posted
Hey guys could you stop helping us? No offense, really, it's really flattering to receive this much attention but we kinda want to do it ourselves. :)
[QUOTE=Uberslug;20128941]Hey guys could you stop helping us? No offense, really, it's really flattering to receive this much attention but we kinda want to do it ourselves. :)[/QUOTE] [url=http://tvtropes.org/pmwiki/pmwiki.php/Main/StopHelpingMe]Hey! Look! Listen![/url]
[QUOTE=PLing;20104484]Iterating the previous rocket pistols into more futuristic direction on TH's request. [img]http://img9.imageshack.us/img9/3531/rocketpistol2005e.jpg[/img] Uploading messes up the contrast so there.[/QUOTE] Buttplug guns? [B]AWESOME!!![/B]
You should make a part where the enemies have a planet full of weaponry (a planet-gunship) and you have to destroy it by hiding them from the sun, because it uses solar energy
[QUOTE=bigbadbarron;20128624]As for my menu idea, I made a visual representation, each item would travel at a pre defined speed so that they do not collide (or just offset them so one appears to be in-front of another) (not made in paint) Basically the default menu for HL2 doesn't change much, but the words (new game, Load, ect..) are alpha'd out for the most part, so you can barely see them, then when the cursor hovers over the shaded out button, the moon/asteroid/ will complete its orbit a a very quick rate and then stop under where the menu button would be. and then the button resumes its full color. I assume that most of that could be handled with prop_dynamics following func_traintracks, and moving when a command from the game is sent to the map, correct? Really the whole idea is superfluous, and wouldn't really affect the final product aside from having something nice to look at.[/QUOTE] Making buttons move would be really annoying and would serve no purpose other than irritating the player trying to catch them. Having them scattered statically would provide the visual contrast to the old menu and still be useable.
[QUOTE=PLing;20125953]Uhh are you in our team or just doing stuff? [editline]12:48AM[/editline] My guess is not.[/QUOTE] Yeah , I'm in your team. Because I'm totally a mod.
[QUOTE=PLing;20134734]Making buttons move would be really annoying and would serve no purpose other than irritating the player trying to catch them. Having them scattered statically would provide the visual contrast to the old menu and still be useable.[/QUOTE] I think he means like the spore menu
[QUOTE=PLing;20134734]Making buttons move would be really annoying and would serve no purpose other than irritating the player trying to catch them. Having them scattered statically would provide the visual contrast to the old menu and still be useable.[/QUOTE] The text doesn't move but the planets do.
one revolution per day
i like you're mod
[QUOTE=HybridThizle;20140183]i like you're mod[/QUOTE] I think he's talking about Jaanus.
Yeah, I like the fact that I'm a mod too
[QUOTE=PLing;20104484]Iterating the previous rocket pistols into more futuristic direction on TH's request. [/QUOTE] I didn't request that :geno:
needs to be a token gay alien
Oh wait I think I understand we need to talk about this [editline]11:44PM[/editline] [QUOTE=bigbadbarron;20128624]As for my menu idea, I made a visual representation, each item would travel at a pre defined speed so that they do not collide (or just offset them so one appears to be in-front of another) [IMG_thumb]http://img44.imageshack.us/img44/7532/menuflipnic.png[/IMG_thumb] (not made in paint) Basically the default menu for HL2 doesn't change much, but the words (new game, Load, ect..) are alpha'd out for the most part, so you can barely see them, then when the cursor hovers over the shaded out button, the moon/asteroid/ will complete its orbit a a very quick rate and then stop under where the menu button would be. and then the button resumes its full color. I assume that most of that could be handled with prop_dynamics following func_traintracks, and moving when a command from the game is sent to the map, correct? Really the whole idea is superfluous, and wouldn't really affect the final product aside from having something nice to look at.[/QUOTE] Kind of sounds like something you'd see on someone's Flash homepage from the late 90s. I think our current rotating-planet idea would be a lot more tasteful.
[QUOTE=RedStar;20161963]needs to be a token gay alien[/QUOTE] yeah it could even be a [url=http://www.facepunch.com/showpost.php?p=20051319&postcount=785]kozor[/url] that'd be coo, tolken gay alien comic relief.
[QUOTE=TH89;20161953]I didn't request that :geno:[/QUOTE] Yeah there was some confusion, I thought you wanted to make it more sci-fiy. But let's get that other stuff sorted out before that.
[IMG]http://media.moddb.com/cache/images/mods/1/15/14393/thumb_620x2000/thebritish3.jpg[/IMG] [editline]08:15PM[/editline] c-3p0 arms lol
Evil space brits! Trying to reclaim their empire a hundred fold! Wait, I am a brit... Go get 'em, boys!
Would the vest look better all red? [editline]09:00PM[/editline] [img]http://dl.dropbox.com/u/3911100/britishsem.jpg [/img]
ccccccc
Look it's Santa Claus!
[QUOTE=Uberslug;20194373]Would the vest look better all red? [editline]09:00PM[/editline] [img]http://dl.dropbox.com/u/3911100/britishsem.jpg [/img][/QUOTE] Vest looks better red :P but why is his waist so thin?
Vest = red for sure.
Black vest looks better, maybe some more red details on it than there currently are, though...
[IMG]http://dl.dropbox.com/u/3911100/britishnew.jpg[/IMG]
Don't forget to include the ugly teeth.
[QUOTE=Uberslug;20213550][IMG]http://dl.dropbox.com/u/3911100/britishnew.jpg[/IMG][/QUOTE] Spent about 2 minutes trying to find the difference, found it and :doh:'d. For anyone who didn't know, look at his moustache.
that's not the only difference [editline]08:27PM[/editline] [QUOTE=Géza!;20213591]Don't forget to include the ugly teeth.[/QUOTE] [url]http://dl.dropbox.com/u/3911100/britishteeth.jpg[/url]
Dat ass.
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