[SHIP][AE] The Potential - UPDATED 2015/08/16

Distribute and discuss mods that are functional. Moderator - Grognak
User avatar
Chrono Vortex
Posts: 263
Joined: Thu Jun 25, 2015 8:51 pm

Re: [SHIP][AE] The Potential - UPDATED FOR AE!

Postby Chrono Vortex » Wed Jul 08, 2015 12:40 pm

I'm not one to judge others' artistic ability or preferences (especially considering my own), but I couldn't help but notice that the cloak image wasn't like any of the others. I had some free time, so naturally I used it to undertake the fairly simple task of making my own cloak image for this ship just to satisfy my own tastes. The original cloak idea is interesting, but since this is your mod I don't want too keep this thing to myself so I threw it up on the internet in case you want to use it.

Image

I also revised the glow around the hull while I was at it. It looks like you forgot to remove that while you were splicing, so I didn't bother fixing the glows merged onto the solid colors. That would've taken significantly more time than I had.

Image

If you do wind up using these, they're not the same size as the originals, so they'll need some repositioning.
Image
User avatar
5thHorseman
Posts: 1616
Joined: Sat Mar 02, 2013 2:29 am
Location: On the bridge of The Potential
Contact:

Re: [SHIP][AE] The Potential - UPDATED FOR AE!

Postby 5thHorseman » Thu Jul 09, 2015 4:28 am

No offense taken. I didn't make the ship (so the glow is not my fault :D), and the cloak was just to be different. The thing I like about it most is that, if you have 3 weapons, 3 of the little ships appear to be armed with big guns.

That said, I always thought I'd remove it, as it does tend to get in the way and busy up the screen. I've been considering doing a Potential run, maybe I'll throw your versions in the mix and see how they fly.
My Videos - MY MOD HUB
Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro

"Every silver lining has a cloud..."
User avatar
TaxiService
Posts: 204
Joined: Mon Dec 23, 2013 6:04 pm
Location: 4154313 1227347
Contact:

Re: [SHIP][AE] The Potential - UPDATED FOR AE!

Postby TaxiService » Thu Jul 09, 2015 1:02 pm

I took the liberty to attempt removing the glow from the ship sprite, and record myself while doing it so that you guys can see a method for doing it! This is the video and here is the sprite.
For some reason the existing glow had some weird colours in it, so i applied a new one. o_o

Image

There were still a couple of things i would've liked to modify but i don't have time at the moment.
ImageImageImageImageImage
User avatar
Chrono Vortex
Posts: 263
Joined: Thu Jun 25, 2015 8:51 pm

Re: [SHIP][AE] The Potential - UPDATED FOR AE!

Postby Chrono Vortex » Thu Jul 09, 2015 1:37 pm

TaxiService wrote:For some reason the existing glow had some weird colours in it, so i applied a new one. o_o

Yeah, SOME reason. Totally not my fault.
In any way.
Whatsoever.

I knew you would come over here and make something better that mine...
Image
User avatar
TaxiService
Posts: 204
Joined: Mon Dec 23, 2013 6:04 pm
Location: 4154313 1227347
Contact:

Re: [SHIP][AE] The Potential - UPDATED FOR AE!

Postby TaxiService » Thu Jul 09, 2015 3:17 pm

It's probably not even your fault! It didn't look wrong until i tried to take a sample of it. Those weird colours were mostly around the edge of the glow, so I guess it might just the way pixlr handles transparencies. :shock:

A-and sorry yo!! :P I wanted to show you guys a way to remove those kind of glows. XD Posting the ship was just a consequence of working on it in the video!! I mean, it would've been weird not to post it! :| Like "hey why are you keeping it to yourself, taxi!?" :o

I should probably write a text version with some images though.
...or not. I mean, we could just say "remove the glow before splicing a ship" somewhere. :|
ImageImageImageImageImage
User avatar
Chrono Vortex
Posts: 263
Joined: Thu Jun 25, 2015 8:51 pm

Re: [SHIP][AE] The Potential - UPDATED FOR AE!

Postby Chrono Vortex » Thu Jul 09, 2015 3:57 pm

TaxiService wrote:It's probably not even your fault!

Yeah it is, I'm way too lazy to learn how to use something that actually works like GIMP.

TaxiService wrote:A-and sorry yo!! :P I wanted to show you guys a way to remove those kind of glows.

You're too good! It's impossible to keep up!
Image
User avatar
5thHorseman
Posts: 1616
Joined: Sat Mar 02, 2013 2:29 am
Location: On the bridge of The Potential
Contact:

Re: [SHIP][AE] The Potential - UPDATED FOR AE!

Postby 5thHorseman » Fri Jul 10, 2015 11:13 am

You're BOTH good. :D I'll use Taxi's hull and Vortex's cloak.

...when I fix the fact that the Potential is essentially a death trap in Hard Mode unless the game gifts you several guns in the first sector.
My Videos - MY MOD HUB
Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro

"Every silver lining has a cloud..."
User avatar
stylesrj
Posts: 3615
Joined: Tue Jul 08, 2014 7:54 am
Location: The Shrike
Contact:

Re: [SHIP][AE] The Potential - UPDATED FOR AE!

Postby stylesrj » Sun Aug 02, 2015 10:35 am

Well, I decided to make a run with this ship (finally!) and I have to say, I love overcharged reactor ships.

http://youtu.be/vSX2NknGtK4

I had many close shaves in the early sectors, but once you get a decent gun (i.e., any) then you can get the devastation ball rolling.
User avatar
5thHorseman
Posts: 1616
Joined: Sat Mar 02, 2013 2:29 am
Location: On the bridge of The Potential
Contact:

Re: [SHIP][AE] The Potential - UPDATED FOR AE!

Postby 5thHorseman » Sun Aug 16, 2015 7:41 am

The Potential has been updated, to fix some niggling problems, incorporate the new hull and cloak graphics, and make it possible to win on Hard.

Note: The changes make the ship ridiculously easy to win on Easy, and pretty easy to win on Normal. I prefer Hard mode so I balanced the ship for that.

Check out the first post for specifics.
My Videos - MY MOD HUB
Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro

"Every silver lining has a cloud..."
User avatar
stylesrj
Posts: 3615
Joined: Tue Jul 08, 2014 7:54 am
Location: The Shrike
Contact:

Re: [SHIP][AE] The Potential - UPDATED 2015/08/16

Postby stylesrj » Sun Aug 16, 2015 10:12 am

Well the addition of the Mini Beam does make it a little easier. I just went on a Normal run and well, I thought I wouldn't make it past Sector 1. Shields got bombarded a lot, boarders always entered Weapons (so I had to initiate Emergency Vent Protocol 23 a lot) and well everything was a total fustercluck.

But I pulled through, even with most of my Scrap going to repairs to that hull. Fought the Flagship with the Dual laser, Mini Beam and Flak I. Slow and steady won the race. Especially when the slow had a teleporter and two Mantis warriors.

And a Cloaking Device. But nothing else special like Drones or Hacking or Mind Control so each phase of the Flagship had their crew still onboard. I don't know how I made it, but I did and with minimal damage too.

Had fun, would try again but on CE Normal or something.

Who is online

Users browsing this forum: ItzmeFlez, KingdomKrafters and 8 guests