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  1. Don't know if this has been covered anywhere else, but here goes: I'd add a bit more reflective surface to the UFOs - they look a bit cartoonish compared to the surroundings.
  2. Hi all. It's been a little while since I posted an update, and that is mainly because I've been working on one very big job - creating all the tiles for the Xenonauts base, to be used during base defence missions. Chris has already posted up a few preview shots of the base using some mock-ups I made, but now that everything is running in the game I wanted to give you a look at more of the base. Here's a few (HUD-cropped) screenshots to get started: Radar, storeroom and workshop Command centre, medical wards and laboratory Hangars and living quarters And the following is a stitched together image I made manually showing the entire base, in the default layout as it exists right now. You can also see how our alien breaching system works, with multiple alien pods breaching the base at different points. These will be hidden from the player to increase the tension. Do note though that the graphics for the alien pod breaches are place-holders which will be replaced soon enough. Screenshot of complete base (About 3 MB in size). In addition to the base I have been steadily working on props to fill out the other tilesets, and here are a few of those: (Click for game size)
  3. Just came across the following Xenonaut image. It looks pretty familiar. But what happened to all the soldiers in the background? I see they were edited out in the next article I viewed. Was there any other early game art that has been modified/ or has vanished since the early days?
  4. Hi guys, I'm a n00b at XCOM. I usually play RPGs, but also shooters, e.g. Arma series. Personally I hate the debate saying that FPS are braindead software for braindead players. I bought XCOM:EU by Firaxis and enjoyed the tactical map a lot. I like the turn based concept very much. I was aware that the Geoscape has been drastically "streamlined" but so what. For me it was a new and good game. I wasn't missing anything the same like I won't miss a Geoscape in Call of Duty You know what I mean. XCOM:EU brought me to original XCOM and then I heard about Xenonauts. I must say I enjoy it as well. A different game for me, with a very specific mood. And well done except I don't like the comic like soldies. They're kind of flat and 2D, whereas vehicles are painted 3D - inconsistence here. But thats just a minor thing, all in all it's just great fun. Even though I must say I'm beginning to lose my first game in Ironman/normal. "Ironman" which is both in Firaxis and Xenonauts: I must say it's a great option, because later you have no chance to save or return to old saves (except maybe if you manage saves on file system level). Otherwise I know myself, I couldn't resist to load old saves... I wish more games had it... All in all I think gamers often think too black/white. I can enjoy everyting: Just killing players in Multiplayer FPS, or doing micromanagement in Dwarf Fortress, or play chess, or play COD,... just depends on my mood. I am an ENEMY of terms like "COD Kids" etc... It's too over simplistic. I think nowadays we are in a great position of having millions of gorgeous games! And no, old games weren't better per se. Thanks for your time and thanks for Xeno devs for doing a great job! Michael
  5. Found some concept art on CGHUB, and I thought you might like a looksey. Sorry if this is already posted elsewhere... If you don't want to see some future tech ideas then don't click the link http://cghub.com/images/view/351541/ Scroll through the image tabs through the top of the page for more
  6. Some suggestions from playing 17.1 (and the new XCOM.) (Here's hoping they're already being planned!) 1. More hidden movement screens: Considering the player stares at the hidden movement screen for minutes at a time (cumulatively) in each encounter, it will be great if there's a rotation of hidden movement screen so it doesn't get boring. Bonus: the screen is based on the tileset the map is made of! The existing one is ace, by the way. It's just going to seem a bit off when all my soldiers have advanced armor and the chaps on the hidden movement screen are in regular old BDUs. 2. Geoscape details: The Geoscape we see is a terrain map, basically. Is it possible to show signs of civilization, such as lights on the night side? In general, the geoscape feels too static compared even to a slowly rotating globe, so any kind of animated detail that lets us know we're not staring at an atlas would be very welcome. 3. One feature I really miss in Xenonauts after playing XCOM 2012 is the calendar on the screen (that you can expand) showing all items on the agenda for the next month. This is a timeline that includes research times, new soldiers arriving, pending requests, constructions, and pretty much any base activity that takes time to occur. It's also much easier to plan when I can see the big picture, instead of being surprised about popups for activities that I scheduled ages ago. 4. Speaking of pending requests, the random requests for equipment from various countries in XCOM 2012 was also a nice touch, generally a windfall just in the nick of time. Does Xenonauts have anything similar? 5. The font size is really tough on the eyes! 6. The soldier run animation does not match the speed at which the sprite moves along the ground. So it looks like the soldier is skating sometimes. This should hopefully be an easy fix? 7. Any chance we can see a dirt trail behind the hunter as it moves? As things stand, a livelier map would be great. I know idle animations are in the works and animated tiles _might_ make it in, but I suppose there are other ways to liven up the battle map too. And then there are some longstanding suggestions (that I made ages ago) that I know can't be fixed because of the engine, but I'll reiterate anyway: 1. Bullets as slow white streaks, lasers as slow red streaks feel really underwhelming. Any chance the bullet sprite could get a makeover (or at least a velocity increase)? 2. Projectiles emanate from the center of the tile, and not from the barrel of the gun. Anyone else find this annoying? Is this something you just get used to as you play more of the game?
  7. I'd like to have an option to set the menus to various degrees of transparency, as they cover up all the artwork. Also, how about making the various menu windows scollable, so that they do not take up so much of the screen?
  8. Hi there, is it a placeholder atm or is it final? For me it looks not soooo good looks static. Any plans to change the start/menu screen? Thank you
  9. I present to you the icon Xenonauts game. I hope that in the appropriate forum section. P.S. I know that not everyone is able to convert PNG to icon. So intercede link to finished icon. http://www.sendspace.pl/file/1e5233a1543e7c32e5eebd6 http://www.sendspace.com/file/r34ttj
  10. OK, so I'm sitting down and trying to get the major screen for our new UI revised and ready to be implemented (once the rest of the code is done at least). The easiest of these is the Stores screen. What I've aimed to do with the updated UI is to: 1) Make it clear why it doesn't do anything until you capture / manufacture some items. 2) Stop it being quite so overwhelming. As such, there are three "sub-screens" in the design. http://www.xenonauts.com/devimages/stores1.jpg Screen 1 is what is show if there are no items in the base stores. Pretty self explanatory really. http://www.xenonauts.com/devimages/stores2.jpg Screen 2 is the "Sell" screen, which is shown by default when you load up the screen and there is something in the stores. This has all the functionality of the current stores screen, but minus the awkward columns for Transfer also shoehorned in there too. The base is selected by the dropdown in the top left corner. http://www.xenonauts.com/devimages/stores3.jpg''>http://www.xenonauts.com/devimages/stores3.jpg' rel="external nofollow"> http://www.xenonauts.com/devimages/stores3.jpg Screen 3 is the "Transfer" screen, which is shown when you click the Transfer tab in the "speech bubble" menu in the bottom left. Again, this has all the info you need to transfer items from one base to another without the extra columns from the Sell functionality mixed in. The bases in question can be chosen from the two drop-downs. Overall, I think the changes are pretty simple but they should make the screen both prettier and more intuitive. Hopefully I'll have the updated Personnel screen later today too.
  11. I was just looking through the game files and I came across the background imagies (stores, personal, etc.) I looked at a few of them and I noticed something I don't think anyone else has yet mentioned. I love how that in the personal there is a bunk with a poster of and intercepter from X-Com. Has anyone else seen this? I love the tribute!
  12. Please note: This is a thread that I incorrectly put in the Community Involvement thread. Same text, just can't delete incorrect thread! This is an "it would be nice" thing, but would it be possible to have a hidden movement screen for each different map type? I mean, don't get me wrong, the "in a barn" screen is nice, but it would be nicer still if we had hidden screen with xenonauts stalking through a warehouse, a xenonaut examining unfathomable alien equipment in an alien base, xenonauts returning fire in a xenonauts base... it would add to the ambience and that oh-so-important sense of immersion if the hidden movement screen reflected the type of map I was on.
  13. Hey everyone Im new to Xenonauts and Im shocked I didnt know about this indie game, its been around for awhile without my notice! I wont start suggestin crazy ideas here but Ill here often since Im an XCOM hipster lmao, I liked XCOM before it was kewl!! ANyways, I noticed the Xenonauts art is heavily inspired by the original XCOM game, YES! Thats a very good thing, sadly the artist forgot this most important piece of background art: TThe XCOM project monthly report or purchase background screen alone with the shady corporate figures or operatives, whichever they are, standing in the back and the Smoking Man-like character holding a suitcase full of money is the most amazing and hopefully will be added into the Xenonauts game!! That kind of background adds a lot of atmosphere. Im hoping the developers add it into the Xenonauts Monthly Performance screen in the style of XCOM. Get your art director working on it now! Thats my only suggestion for now and Im full of ideaz LOL... Everything else in the alpha footage gameplay was as swweet as candy and Im so glad I can finally put some of my money in the right place. Still deciding whether premium or standard. hmmmmm lol:p On a lsat note, I read the whole f.a.q before creating this suggestion and Im sad you wont have female operatives in the game Im not thinking about the boys, they have themselves:rolleyes:, but girls worldwide who would of wanted this if they were approached by a tall, dark, and handsome to join a top secret organization!! a Thank you for reading my thread.
  14. I heard about the game yesterday, checked out the WTF is....Xenonauts video on youtube, and decided to pledge on Kickstarter. Been playing the demo I got off Desura for a couple of hours, and I've got some questions. I apologise if these are asked all the time. I did search and read some threads, got some of my other questions answered already in fact. 1) During ground battles, I always ended up fighting in the same 2 locations. I assume this is because it's a demo, right? There will be more locations in the full game. 2) The "hidden movement" screen, will there be any way of toggling it off? I know it's similar to what X-COM had, but I'm not sure if it stayed so long on screen. Sometimes I miss an on screen action because the toggle between HM - action on screen - HM is too fast. 3) Some screens look a bit...off (on the world map section, when you can build buildings, research new technology etc), like the UI isn't finished yet. Am I right in this? Thank you. PS: I do realise this is still in its alpha stage.
  15. I'm a fan of the marvelous King of Dragon Pass, which combines text with some splendid art. By pressing the space key, the UI becomes invisible and you can view the art fully. Seeing as Goldhawk is making all of those fancy backgrounds, perhaps it's a good idea for Xenonauts? It's hard to admire the art if it's covered by the interface.
  16. low priority - please remake the artwork/drawing for the end-combat screen (the one that says who died and who survived) and the main game menu artwork too (new game, load, quit). I really don't like them. What i don't like is the persons faces.
  17. I was wondering, is the picture for the Alien power source the warp core from U.S.S. Voyager?
  18. It would be a nice idea to have facial expressions in each soldiers personal screens. You could have new recruits looking clean shaven and raw, veterans with stubble etc. , and their expression would instantly indicate what state they are in (panicked etc.). This could maybe even be animated. The unique art style was a key feature in the original.
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