Escape From Zombie Island 2 ready for public consumption

If you want a face, you can draw one on yourself. You simply need to draw a skin for the PDM. This is easy because MoscaTNT uploaded a couple of the skins he created for his units. Get them here. You can easily edit these images and apply them to your models. I haven't done this myself because I'm very bad at drawing 2D art on the computer...
 
odintheking... Looking good. Yes the hair can stand to be a little more grey and the Weapons are fine...Hatchet OK. Use the Link from Plotinus and apply a face...it will be so much better.
The Belt area seems fine for the Civ Specific Color as well as the Flame Thrower.
An AK 47 will also be fine.

Please analyze the Civ units so frame numbers will be about the same. Sounds are always a chore and especially the Run. IF you can accommodate the Run to fit another existing unit, we can use the Run .amb file for better timing.

...Take your time and play around with the animations...should be a Fine Unit. He needs some Good Flames for his Flame Thower...Spectacular Burn :lol:

Merry Christmas you guys :)
 
Thanks for the approval, I'll try to add those faces (or at least shadows where the features should be). I plan on adding my own sounds, but they'll probably need tweaking. The run will be the paperdoll 15-frame run everyone uses, so sound effects shouldn't be that hard, :). And I will have awesome flames for this guy, :cool:
 
an ak47 would be absolutely fine and I like the flamethrower. I agree that he needs a bit of grey in his hair.
 
odintheking... If you use 10 frames for the Run and 66 flc speed, matched to an existing CIV unit, the Run sound from the existing unit could be used. It is almost impossible to have Run sounds play as they should always. They will play twice in many cases due to the different lengths across diagonals of squares. The run sounds are by far the most difficult sounds to have work properly without using .amb files. The sounds themselves are never a problem but the Timing and having them play only once rather than again after the unit has stopped is.
..This is what I meant about analyzing the existing Civ units. Generate a storyboard of a CIV foot unit such as the Rifleman. Look at the frames and when the feet hit the ground. CIV Run animations are 10 frames in length and 66 speed. IF you set the Run animations where they match an existing CIV Unit, it will be far easier and better to use the existing .amb sound file than trying to match a new Run for timing without a .amb file.
I just changed the Peacemaker (SWAT), the Separatist (Jo Rouerk), Bond and Bond SMG Run sounds or flc speeds again to stop the double play back sounds. Take my word on this...if you will analyze and match an existing Run animation, it will have a better end result.
 
odintheking... If you are making all three units for Hannibal, one will be the Flamin' Hero with the Flame Thrower. This same unit could be used for the Pyromaniacs that the Survivors and Farmers use. The unit could be re-colored slightly to show a difference between Hannibal and the normal Pyromaniacs.
...This would also gain more use from the unit that you are putting efforts into.
...If you make a storyboard of the existing "Combat Engineer" found in Conquests\Conquests\WWII in the Pacific\Art\Units, you could match the Run animation so the Flamin' Hero and Pyromaniacs could use the Run.amb file for better Run sounds.
Hope all is going well. Just added the new Chainsaw Maniac from aaglo and making more finalized adjustments for all Factions. Play testing all to make sure each Faction will play as they should. There are still several replacement units we are waiting on to add but all is going very well.
...As soon as the game play for each Faction is set as they need to be, we will be able to upload for the Testers to test one last time before the Release. The last testing will not be to find problems but rather gain opinions and feedback concerning the Game Play for each faction. Naturally, if any problems present themselves that were not caught and corrected during the extensive adjusting and testing being done now, testing one last time with the Testers can reveal any that slipped by.
We very much want to add the New Units that are being made to replace existing units before the Release. We hope to know more about when the units will be completed soon.
Happy New Year!
 
Yeah, I'm currently redoing my angel unit, then I'll do my skeleton. After that, I can concentrate on the Hannibal unit. I could do two more versions of the flame guy. For the pyromaniac, would it be ok if I just got rid of his hair/beard (probably burned away) and changed the shirt color? For farmers, I'll just give him a raccoon hat or something, :).
 
For the pyromaniac, would it be ok if I just got rid of his hair/beard (probably burned away) and changed the shirt color? For farmers, I'll just give him a raccoon hat or something,
odintheking... Yes, just a simple change of the same unit would be fine. It will be easier to have sounds for all of them then because they would be the same unit but with some slight changes in appearance. The "Combat Engineer" that is being used for Hannibal and the Pyromaniacs is a good unit, it just needs some casual clothes to fit the positions it holds in the game. I would be willing to make a new palette for the Pyro Unit you make so it looks different but if you want to add some differences in looks directly, that will be better than a simple color change.
Do you have any estimates on when you might have the Hannibal and Pyromaniac units available to add? The reason I ask is because it would be better to have the units that will replace the existing units before the release but if it will be months from now, we will probably release before the units are replaced.
As soon as I have the game play set for all factions, I want to finish the "Crawling Brain" unit I started over 6 months ago. The Crawling Brain will be spawned from the "Flesh Eating Bacteria" improvement that I placed in the game now for the Zombies. The Crawling Brain will also be the enslaved unit for Monster Zombies. This unit will not require any support for the Zombies so that will help them as well.
 
The Crawling Brain will be spawned from the "Flesh Eating Bacteria" improvement that I placed in the game now for the Zombies.

You've just got to love a game where people say things like this, haven't you?
 
Hmm.... if you are in a hurry to get the mod out, I would go ahead and release it before my units will be ready. I've got a project ahead of it, and... 3 units to animate in all (and 5 to render in all) will take a while. Maybe by the end of next month?
 
I re-did my Bismark and Marine unit, if you want to check it out...
 
Plotinus... :lol: Yes indeed. I just set your Zombie Nurse stronger in the game as well as other Zombies. Even though I have played many test games now, I still get a kick out of the novel and fun units. There are many new additions in now that have developed the game more. The Farmers will ultimately need to have several units replaced and we still want a Monster Zombie that fits his role in the game as the BIG BAD Zombie daddy to contend with. The current Monster Zombie works but since it is just an enlarged and re-colored Romero Zombie, it would be more fitting to see a more gruesome Monster, graphically. I really like the Alpha Zombies, they fit perfectly and are Great. Oh, the Chainsaw Maniac and Highway Patrol are in and work very well.

odintheking... "no worries mate", if you have the units before the release we can add them. At this point we are waiting on the Old War Vet and Company Car units that are being worked on and because the Crawling Brain is needed by the Zombies, I have to make that after completing the Faction game play and unit settings. The Play testing and Faction Adjustments are about finished so the entries in the Civilopedia can be adjusted for all of them and any written entries completed. Thise are also mostly completed but do need adjustments and some additions.
There have been thousands of things made and adjusted for this game...it has been quite a laborious chore for a very long time but one that will be worth all the efforts. It will be more complete when released than what was first expected. We want to have as many of the Units that will be replaced as we can before the release because people become accustomed to what is in a game...if that is changed, it alters the look and feel of what they have been accustomed to seeing. This can be Good and even better but most people are "creatures of habit" and don't like change, lol.
...there is still time so if you can manage to complete any units, we can add them. The "Flamin' Hero and Pyromaniacs for the Farmers and Survivors will be seen a great deal in the game so if you can only make one unit type, those will have the most use. As I mentioned before, you can make one unit then we can either re-color it or if you want to add any simple changes to make each look different that will be great...the same but different. This will gain the most from your efforts on one unit. The First Hannibal upgrades quickly in the game as well as the second Hannibal. The Flamin' Hero (Pyromaniac) and normal Pyromaniacs are then seen for the duration of the game for the Survivors and Farmers.

Lord Malbeth... do you have a link for those units? Always like to see new units because even if I cannot use them in one game, I can in others.
 
Lord Malbeth... Your Bismark and Marine multi-unit looks good but the shadows are incorrect. The Shadows are using the normal palette colors rather than the translucent Shadow shades. What technique did you use? You need to use the Alpha.pal palette on your storyboards so you will have the Shadow shades available then change to the .pal palette before generating the flc.
 
Alright, :). I hope to release the 3 Hannibal units in a pack, along with the flame guys (which will have changes, not just recolors) as soon as I update my Angel, and (hopefully) I can get the flame effect NavyDawg used in his Boba Fett unit, I'll work hard on them.
 
odintheking... do you have a farmer looking hat prop? Perhaps the Pyromaniacs for the Farmers could wear an old hat and blue jeans. That would make a good distinctive difference for them without having to do anything more elaborate. The Survivors would not need a hat and could wear casual looking clothes. Hannibal could simply have a different colored shirt to show his difference and stand out from the other Survivors Pyromaniacs.
 
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