Gencool wrote:Unfortunatly, the lack of an 'idle' animation has kinda screwed me over on what I really wanted, so I'm not posting the sheet just yet.
nb: I don't know if anyone has any sway with the devs, but if we could change the default pose (which is currently frame 1 of the downward walk cycle) to the '_portrait' animation (which dosn't actually animate in the hanger) then I would /very/ much appreciate it.

You know I haven't gotten a chance to test this, but I'm pretty sure that is actually possible. Take a look at the animations.xml and you will find one for standing. The x= and y= I'm pretty sure designates where on the sprite sheet the animation is located for walking or fighting etc... The one for standing is only 1 frame and it's x and y are 0. So it is the top left frame of the sprite and the beginning of what I believe is the walking cycle. Try extending this animation to more than 1 farm and the timing of the animation and I am pretty certain that will achieve what you want.
If you want to put a whole separate animations sequence showing the crew doing different things or in different positions you could just add in a whole new row on the sprite sheet.
Hope I'm right.
Sleeper Service wrote:Just a small pic that Nider posted as a bug report:
These don't work so bad, but they appear very big on the the side panel where the crew is listed.
Another wacky idea. I'm pretty sure that when you select crew their health bar uses a border image from the people file so it maybe possible to add some other indicator to that image like the crosshairs type thing you were using. If that image sheet can be extended that is. It would only appear when the crew is selected though of course and I'm guessing that the issue here is that they need to be distinguished between human and enemy all the time...
Alternatively the disk thing underneath the units doesn't look too bad, but it's a little too red on the enemy. Not sure how you did those, guess you just modified the coloring layer. But they are acceptable, maybe actually better than the glows probably, if you got used to them.
I would like to see a beefier Rock so I would advocate a subtle combination of maybe the underneath "shadow" and what I just proposed, based on Sleeper's idea.
And Sleeper, I now have some more requests for you CEPM skins... A veiny rock layer that can be used to creat vines or lava or make them darker. And SLUG WHISKERS/ antennae, they look so... "Cute" I love slugs.

, look at Filip on the OP image and you'll see he kind of looks like he has a cape I think that would be pretty cool for a few mantises to have, and finally I request a pink Engi screen image so we can have female Engi's.

If you ever get around to any of this I'll be a happy humanoid.
And just for some inspiration maybe Sleeper, a link to some skins from the Mass Effect total conversion. I though the Mass Effect Space suits actually looked pretty cool.
http://www.ftlgame.com/forum/viewtopic. ... 6&start=90

Lastly, I have figured out a way to add some animations to the customization hangar where you could essentially put more alien species actively doing things to prepare your ships and other ships in the Federation hangar.

It always bothered me that the hangar had only 2 women repairing some massive ships, a Rock carrying a box discretely on the right of the screen, and a hard to see black dude on the upper left terminal... Now we could actually have apropos busy lookingFederation hangar!!! I told Sleeper about this idea and he was eager to put in in the Captain's Edition.
Seeing this new topic here and interest in sprinting new crew I thought I would post a request for someone to help sprite new crew animations since I really suck at that and so am pretty limited with what I can accomplish. Please PM me if you think you could help in that respect and I could give you some more information.

Note: there is one limitation with adding new animations sadly.

They can only be "terminal" animations, meaning they won't be in a specific sequence, they will be randomly chosen in a random order from the animation sheet. Meaning to Rock man type animations where they are walking down the side of the scree. But certain animations where the crew is standing in one place seem to work fine, like repairing animations, terminal animations (duh) and maybe even combat animations or "other such things". And that is basically what I need help with. Maybe creating some new still animations to work with. Again, if you think you could help with that please PM me.