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-   -   Adamant Mod Discussion Thread (http://forum.shrapnelgames.com/showthread.php?t=8357)

CovertJaguar October 22nd, 2004 02:20 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
I didn't realize I had a choice, it just sort of did it automatically and I never paid any attention to it.

Here is the alter with a black background:
http://www.pacifier.com/~gladmill/ad...Background.png

And the bicolor Summoning Circle:
http://www.pacifier.com/~gladmill/ad...%20Bicolor.png

Does it need to be brighter on the black background?

EDIT: Well anyway here is a brighter one:
http://www.pacifier.com/~gladmill/ad...r%20Bright.png

narf poit chez BOOM October 22nd, 2004 03:12 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Quote:

Captain Kwok said:
If you made the one on the right have multi-colored beams it might look cool.

Ignore him. They already look cool. http://forum.shrapnelgames.com/images/smilies/smile.gif

Atrocities October 22nd, 2004 03:43 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Quote:

CovertJaguar said:
I'll try that.

Anyway here is the Altar of Healing:
http://www.pacifier.com/~gladmill/ad...%20Healing.png

EDIT: Hmm... This background does wierd things to my flames. It looks better on a black background

That is rally nice work.

Captain Kwok October 22nd, 2004 09:23 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
I like that Last summoning circle - the brighter one. That's cool. http://forum.shrapnelgames.com/images/smilies/cool.gif

CovertJaguar October 23rd, 2004 04:33 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Time for an update.

The Fanatic Command:
http://www.pacifier.com/~gladmill/ad...%20Command.png
You like the glow on the sword and halberd or is it too much?

narf poit chez BOOM October 23rd, 2004 04:36 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Like it.

XenoTheMorph October 23rd, 2004 06:17 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
That is really good http://forum.shrapnelgames.com/images/smilies/cool.gif
I have to say I think the glow is just right!

CovertJaguar October 23rd, 2004 08:35 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
And Behold The Entire Mana Shard Generator Series:
http://www.pacifier.com/~gladmill/ad...erator%20I.png http://www.pacifier.com/~gladmill/ad...rator%20II.png http://www.pacifier.com/~gladmill/ad...ator%20III.png http://www.pacifier.com/~gladmill/ad...rator%20IV.png http://www.pacifier.com/~gladmill/ad...erator%20V.png http://www.pacifier.com/~gladmill/ad...rator%20VI.png http://www.pacifier.com/~gladmill/ad...0VII%20NEW.png http://www.pacifier.com/~gladmill/ad...tor%20VIII.png http://www.pacifier.com/~gladmill/ad...rator%20IX.png

narf poit chez BOOM October 23rd, 2004 09:18 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Gimme a '1'! Gimme a '2'! Gimme a '3'!

Well, it was my first impression. http://forum.shrapnelgames.com/images/smilies/laugh.gif

CovertJaguar October 23rd, 2004 09:49 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Lol, never thought about that.

Ok, its idea time.

I still need suggestions for the repair homunculus and the reformation node. I could do something along the lines of a quicksilver being that can assume whatever shape it needs or I could do a glowing orb that will repair the ship magically, or I could make a spiderlike being that can repair the ship. I could even make a smithy if that sounds interesting. Should the repair homunculus be a smaller Version of the reformation node or something entirely different? Is there something I have not thought of that would be cool looking?

For the apothecary bay I was thinking of a bench with a mortar and pestle and jars and bowls that sort of thing.

For the mirror image I was thinking of three orbs each with image of a the same ship in them.

For the see invisibility I was thinking of a large lens mounted in a bracket.

Any ideas for the combat sensors and multiplex tracking?

Any ideas for any other components are welcome.


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