iimuburaiin no suporaito

Mapping Ideas and Sprite Galleries
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imblyings
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iimuburaiin no suporaito

Post by imblyings » #2149

gun sprites more gun sprites and other sprites not asked for but made

/tg/, NTcode, bay, /vg/ and goon are welcome to use sprites from here, anyone else should ask, anyone not asking and using become valid kills irl
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http://filesmelt.com/dl/guns21.dmi

from left to right

bullpup semi-auto shotgun
semi-auto shotgun
submachine gun
disposable rocket launcher
4-shot semiauto grenade launcher
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Gorlex Marauder Breacher hardsuit. Archaic and unnecessarily heavy but a near all-metal construction puts this armor-wise on par with mechs.
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png file with .dmi metadata. Someone asked why there was no formal uniform for female captains in a round. They were being a shit captain who didn't even secure the disk! but that's beside the point.
I'm done here, I think, for my sake. I've done some cool things and some dumb things, some that I think have hurt others. I need to move on and besides there is only one way to win at ss13 forever.

https://mega.co.nz/#!LAxVyQwR
https://mega.co.nz/#!iZpynIKL



lol fucking disregard that the mega links don't even work

for those interested in it's contents, all my sprites, all of them, are in those files. Sadly I've forgotten the master key and I deleted the files from my computer lel
Last edited by imblyings on Sun Jul 13, 2014 8:03 pm, edited 5 times in total.
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Re: iimuburaiin no suporaito

Post by cultist-chan » #2171

I like em
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Re: iimuburaiin no suporaito

Post by AseaHeru » #2909

Posting here so I can find this so i can steal all the guns.

Also, what ones are what? I cant fully tell.
I am located here, lurking in your posts, leaving piles of transparent wordings and being confused. Oh, I also try to map...

This, this is an example of what I leave for you.
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Re: iimuburaiin no suporaito

Post by imblyings » #2923

description fixed

left to right

bullpup semiauto shotgun
semi auto shotgun
smg
grenade launcher
rocket launcher
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Re: iimuburaiin no suporaito

Post by AseaHeru » #3075

Thanks.
I am located here, lurking in your posts, leaving piles of transparent wordings and being confused. Oh, I also try to map...

This, this is an example of what I leave for you.
Also, these days I mostly play Ursit McStation, mostly because I like roleplay.
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Re: iimuburaiin no suporaito

Post by miggles » #3240

i think you have the gl and the rl confused
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Re: iimuburaiin no suporaito

Post by Steelpoint » #3255

If there is no opposition I could change the Uzi/SMG sprite to this sprite? I mean they look pretty neat, I'm just wondering if they should be considerd a part of NT's Ballistic weapons lineup or the Syndicates.

Also to go with the theme of Lasers and Bullets, you can argue that NT still produces ballistic weapons since laser weaponry is still in its infancy.
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Re: iimuburaiin no suporaito

Post by lumipharon » #3260

They look really fucking nice, but they're pretty different from the look of current weapons. Especially that first gun, hot damn it looks sexy.
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Re: iimuburaiin no suporaito

Post by miggles » #3263

Steelpoint wrote:If there is no opposition I could change the Uzi/SMG sprite to this sprite? I mean they look pretty neat, I'm just wondering if they should be considerd a part of NT's Ballistic weapons lineup or the Syndicates.

Also to go with the theme of Lasers and Bullets, you can argue that NT still produces ballistic weapons since laser weaponry is still in its infancy.
i'd rather it be a new gun entirely
you really never can have too many guns in this game
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Re: iimuburaiin no suporaito

Post by Steelpoint » #3271

The question is where and who get's the gun? It could be a part of a Syndicate Nuke Ops DLC pack or just thrown into the code for later usage.

I'm wary of adding in new Nuke Op weaponry at least until Paprika finishes the planned Syndi PR changes, it would be nice to have a wide amount of guns to chose from but in SS13 you reach a point of redundancy.
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Re: iimuburaiin no suporaito

Post by AseaHeru » #3300

Rockets and grenades (in my view) should start syndie only, shotguns for both (but need lots a research for the station to get them), SMG for both, same thing (SMG being a tad higher than the current one on the techtree, from a point of illicit), and rocket ammo being able to be made a with a point or two of illicit.

But thats just my view.
I am located here, lurking in your posts, leaving piles of transparent wordings and being confused. Oh, I also try to map...

This, this is an example of what I leave for you.
Also, these days I mostly play Ursit McStation, mostly because I like roleplay.
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Re: iimuburaiin no suporaito

Post by imblyings » #3335

syndies being able to choose from a massive arsenal of weapons would be pretty cool, redundancy or not.
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Re: iimuburaiin no suporaito

Post by Steelpoint » #3338

A single shot rocket launcher, with one spawning on the syndi ship, seems interesting.

If someone was to add the SMG to the Nuke Ops weapon selection, how much damage should it deal or how much ammo should it hold?

One idea I have is that this SMG costs the same as the C20r SMG, but this version holds 40 rounds, deals 20 damage on hit but does not knock down a target. The advantage over the C20r is that you get far more bullets at the same price, but you lose the knockdown. The emphasis is to make the weapons a side grade not an upgrade.

EDIT: So the core Nuke Op weapon design would be like this.

SMG: Mid power weapon, moderate ammo capacity with moderate damage. Knockdown potential. Cheap
Assalt Rifle: High power weapon, low ammo capacity with moderate to high damage. No knockdown potential. Moderately costly
LMG: Support weapon, high ammo capacity with moderate to high damage. No knockdown potential. Very expensive
Shotgun: Breaching and clearing weapon, moderate ammo capacity with low to high damage (Depends on pellet connection). Knockdown potential. Moderately costly.
Sidearms: Fall-back weapon, low ammo capacity with low to high damage. No knockdown potential. Cheap.
Last edited by Steelpoint on Fri May 02, 2014 5:30 pm, edited 1 time in total.
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Re: iimuburaiin no suporaito

Post by imblyings » #3341

You could set smaller differences between weapons. One or two points of damage difference, knockdowns that vary in milliseconds, that kind of thing. Some rounds could do holo damage on top of brute damage as well.
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Re: iimuburaiin no suporaito

Post by Steelpoint » #3344

Only problem there is that even a single damage number moved up or down can increase or decrease the shots to kill which can throw the balance out of whack.

The current bullet to crit ratio for Nuke Op weapons is between 2 and 5. So we are left with very little room to move.

Essentially the SMG crits in 5 hits, Sketchin in 4, Assault Rifle (Last I heard) in 3, LMG and Revolver in 2, not even the Pule Rifle crits in one hit (sadly).
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Re: iimuburaiin no suporaito

Post by imblyings » #3345

There's a bit of wiggle room and by god we'll wiggle in it. Changing click delays for specific items is hopefully a thing too, so there's another variable to play around with apart from damage or mag size.
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Re: iimuburaiin no suporaito

Post by paprika » #4924

ideally beanbags will have a short stun AND stam damage in the near future. spess ak and saiga 12 are totally done but there's a dmi state limit with inhands that we've reached and someone needs to seperate the inhand sprites to different dmis which i think gia is working on so i can be lazy and wait for that before TACTICAL NUKE OP DLC is a thing again
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Re: iimuburaiin no suporaito

Post by miggles » #5056

imblingo-kun please make actually good sprites for paprika's nuke stuff because he is adamant on using the bad ones he already has
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Re: iimuburaiin no suporaito

Post by imblyings » #5116

haiiii miggles senpai
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Re: iimuburaiin no suporaito

Post by miggles » #5118

doumo arigatou onii-chan-kun!
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Re: iimuburaiin no suporaito

Post by Remie Richards » #5171

miggles wrote:onii-chan-kun
So, you referred to them as Onii (older brother) with the -chan honorific
and then you added the -kun honorific (which Implies them being younger than you)

Which is it miggles? Are they older or younger?

>being this ゑあぼお
私は完璧
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Re: iimuburaiin no suporaito

Post by miggles » #5335

it was a jokeu baka remie-san
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Re: iimuburaiin no suporaito

Post by imblyings » #5355

here's a space ak for starters

removed the stock and see through magazine because

>implying you can fit a stocked weapon in 32x32
>implying you want to sprite all the inhands for different magazine states
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Re: iimuburaiin no suporaito

Post by paprika » #8062

imblyings wrote: >implying you want to sprite all the inhands for different magazine states
I literally already did with nein's AK sprites. Also I like your design but where's the cool red dot huh, where does the empty ammo indicator go/etc. Stockless is a good idea for scaling (see: L6) but this also doesn't look anything like the C20-r which is what I was going for with the AK/S12 sprites.

If all the syndie sprites followed a general theme of:
a) ammo empty indicator
b) transparant mags
c) tacticool black finish
d) unnecessary RDS

shit would look a lot more uniform.
imblyings wrote: >implying you can fit a stocked weapon in 32x32
See: shotguns, see: nein's AK sprites, see: ion rifle.

Also none of this shit is being added until the inhand sprites are split up into different .dmis because we are like literally 5-10 states away from the limit and I'd rather see that done first.
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Re: iimuburaiin no suporaito

Post by Nienhaus » #8108

paprika wrote:
imblyings wrote: >implying you can fit a stocked weapon in 32x32
See: shotguns, see: nein's AK sprites, see: ion rifle.

Also none of this shit is being added until the inhand sprites are split up into different .dmis because we are like literally 5-10 states away from the limit and I'd rather see that done first.
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Re: iimuburaiin no suporaito

Post by imblyings » #8114

I'll be honest. I wasn't aware of any resemblance between the c20r sprites and the AK/S12 sprites until you mentioned it.

With regard to stock v.s. stockless weapons, you get far better detail and fidelity when you don't have stocks. From a gameplay point of view, I'd rather have stockless weapons too, since they can afford to be a bit fatter and easier to click on while still remaining in proportion. Well, stockless or bullpup weapons.
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Re: iimuburaiin no suporaito

Post by paprika » #8117

Tell that to the people making a fuss about me wanting to make the riot shotgun stockless.

Anyway I'll call on you for new gun sprites and stuff eventually if it's warranted but until that inhand shit is fixed I don't want to add any new weapons. Especially since I wanted to add a ton of new silenced C20r inhands too for immersion.
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Re: iimuburaiin no suporaito

Post by imblyings » #8118

don't worry I'm doing this for my own amusement.

I can wait for ever.

edit- yes send those people to me i'll consensually reform their opinions on riot shotguns
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Re: iimuburaiin no suporaito

Post by paprika » #8120

There's a lot of sprites that sacrifice detail for scale, but I think the ion rifle/temp gun/miner shotgun are pretty good examples of it done right. The combat shotgun is beautiful also.
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