Torroes_Prime

Legend
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  • Joined

  1. So I did some thinking and figured the Crab Spider should use a panoramic display for a full 360 degree field of view with augmented reality systems over laid on that view. So I made this (The full res version is about 20 megs. if you want to view that I recommend downloading it, it's linked through this reduced res image).



    Basically the screen is separated into 5 sections, though I couldn't properly produce this in a 2D environment so I made what you see there.

    Basically the middle section, the lower half of the height is the forward view with the active screen, in this case the Weapons and Combat system. This included targeting information, Weapon selection, target coordinations and Target information. As you can see, the crab spider is presently targeting the Longbow Eagle, but he's maintaining secondary target locks on three other Longbow as well in preparation for multi-fire attack.

    Like my original concept the weapon selector expands out to what you see there and functions like a wheel cycling to select different weapon settings. When the setting is selected, the wheel retracts back into the corner.

    The right most section is the support system/Team status window. I wanted to add more, but I think what is there gets the idea across. This screen allows the Crab Spider to select and access his support systems, whatever they may be.

    The left most screen is the Navigation and environmental screen. This contains the map and radar displays. Both of these systems combine to present the image you see where the field of view is displayed through the bright red triangular area. The blue areas represent visual dead zones. Areas that the Crab spider can not see.
    The Compass cycles around the top of the screen and displays the current heading as a bearing off of North of south, as shown in the display, the crab spider is presently facing 67.9 degrees off of north meaning he is facing north east.

    To upper middle portion of the image is... well... the top view. If the Crab spider were to look upward.

    All of these screens can be rotated to the front for whatever situation is present at the time. Meaning the Navigation screen can be on the front should the Crab Spider require it.

    So... thoughts?
  2. Quote:
    Originally Posted by Traumatica View Post
    Personally, I'd be super irritated that my "weapons systems" block so much of my view... Those weapons displays take up way too much screen real estate.

    And this may be a preferential thing, but I think your choice of font is too... um... normal... I almost want it to be one of those (almost) unreadable "high-tech" fonts that look all futuristic.
    'Except, as I said in my original post, the Weapon selector doesn't normally take up that much space. When the crab spider isn't actively selecting a weapon or option on a weapon, it's retracts into the corner.

    like so:

  3. Quote:
    Originally Posted by Henri View Post
    I've never flown an apache or an F-16, but i once drove a ford escort. Things missing would be a wrongly set clock, an oil light and a speedo that always showed 0mph....
    I sincerely hope that when talking about a mechanized armor with a neural interface we'd be talking about companies a bit more capable of dealing with the mentioned technologies then Ford.

    Then again, with the way cars are going now a days....
  4. So I'm working on the next issue for my comic Legacy of Sin, and in it there's a scene where the Crab Spider character is thrown into a wall and his helmet is damaged screwing up his targeting system. Well I started thinking about how to show that and I figured the best way was to do a POV shot from the crab spiders's perspective which then got me thinking just what would it look like? So I started dabbling and tinkering with a screen shot.
    Well, here's what I came up with:


    Here's my thinking behind the lay out of it.
    All of it's controlled through a neural link. Along the top of the view you have the main menu. In this case the "weapon systems" tab is selected, hence it being red. That expands the weapons selection menu from the upper left corner of the screen which functions as a wheel. A combination of Eye motion tracking, voice command and neural connection spins the wheel to the intended weapon, in this case it's the entire armature array, what I've got labeled as a Phased Plasma Particle Projection Array in the image. The system that is just selected, it's icon would be displayed at 125% normal size, that's why the image of the array in the image appears so much larger the Particle Project image below it. Once the weapon is selected the selection wheel resends into the corner of the screen (or rather around to the side of the view since this would actually be a panoramic view from inside the helmet.

    The lower left corner of the display show system read outs, mostly stuff like fuel and reservoirs of needed fluids, kinda like the gas and engine temp gauges in your car, just a few more of 'em.

    The lower right corner is more detailed targeting information showing location info mostly relative on a 3-axis grid. I think the rest is pretty self explanatory.

    So, what do you think? Is there something else that should be there? Something displayed differently? What would you expect to see?

    Any Apache Pilots around by chance? What do those have displayed on their HUD? F-16s maybe? A-10?
  5. Quote:
    Originally Posted by Phillygirl View Post
    But i have nothing to say :/
    BS!

    Oh sorry, I thought we were playing a game. Still, Philly you have stuff to talk about. Talk about what you think of CoH:Freedom. Talk about what you think should happen in the game. You're practically a celebrity on Justice Server.
  6. Quote:
    Originally Posted by Desmodos View Post
    Today's show will feature segments of a recorded interview with Torroes Prime. Torroes does a great job of introducing folks to City of Comic Creators and his new project "CoH: Legacy of Sin."
    It was actually a lot of fun and I highly recommend it if you have something to talk about in regards to CoH.
  7. Quote:
    Originally Posted by Henri View Post
    Christopher Robin, His thread's here http://boards.cityofheroes.com//showthread.php?t=191333

    He's a very accomplished artist in more than a few areas but most he's very generous and honest in his advice. Good guy
    hehe, the funny part is I took my nephew to see the new Winnie the Pooh movie last week so I've had Winnie the pooh on my mind. And when they said CR I immediately started thinking Christopher Robin from Winnie the Pooh.
  8. Quote:
    Originally Posted by the_fox_Rox View Post
    The thing that grabs me most is the flatness of the whole thing contrasted by the depth of the rivets over the mouthpiece. I would look at some shading tutorials. CR will probably help you with that.

    I think you did a really good job with the textures and using it to apply a "used" look to the helmet. As you get the shading going don't forget to keep the textures in line with the curves of the helmet.
    thanks for the feed back. Just one question. CR?
  9. Quote:
    Originally Posted by Camille Thompson View Post

    for Vaelyth <3
    That, has got to be the single creepiest claw bearing character ever put into visual form. Seriously, I think I heard Wolverine [expletive] a brick and run away screaming like a little school girl.


    Just in case I'm being too subtle: That's really freaking awesome!
  10. So I started with one idea, and whatever that original idea was I have no idea. It's long gone now. But somewhere I started working on a piece of line of Positron's head. Well his helmet anyway. Anyway. I started experimenting with textures and blending effects. I've never had formal training in art and never pursued any. I've read a couple tutorials out of curiosity or out of need to complete and effect I was trying for, but that's about the extent of my photoshop training and indeed any artistic training what so ever. But I figured I'd post it up and get some feed back. Basically I was trying for a bit of battle damage. Like parts of the helmet had been damaged while other parts have been replaced due to prior damage. Hence by the scar passed under the visor as opposed to through it. Anyway, what do you all think? Any suggestions or advice are welcome of course.

  11. Here are my thoughts on the premier: Warning!!!!! SPOILERS FOLLOW!!!
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    ::::::: Begin spoilers :::::
    I like the way the history of thundera is presented in a way that it could almost be the original series' events. A very nice touch.
    I about fell out of my chair laughing when Clawdous said “I never negated my duties as prince” I was so about to scream “BULL **** YOU DIDN’T LIONO!” But then I remembered this isn’t Liono. This is Clawdous. Maybe they were going for that piece of irony? Nice touch if they were.
    I like how Liono is ambitious and more then a little rogue but not simply "I'll do everything my father doesn't"
    Tygra's arrogance... I donno. I'll have to let that one stew a bit. I’m a little confused about his relation to Liono though. He calls Liono brother and Clawdous, Father but Grune specifically says that Tygra is not of royal blood line. Adoptive brother perhaps? Ceremonial brother in arms maybe?
    I LIKE Wily Kit and Kat. I mean I really like the whole thief aspect of them. I think that works so perfectly with their original characterizations.
    Cheetara... I donno. There's more going on with her then they've said. I'll have to wait and see what happens with her. Possible Love interest for Liono down the line? The fact that she and Jaaga are Cleric, and thus sorcery users again seems to help round the original characters. Cheetara always had this…. Extraness about her and the fact that she uses magic helps explain it a little.
    I actually like the whole no-technology angle. It helps explain why the thundercats used melee weapons versus later weapons and the like.
    I like the fact that they had Grune actually involved in the fall of the Thunderian empire. It helps solidify character a bit. I’m willing to better that he’ll be a recurring character in the series.
    The fact that Clawdous and Panthro were old friends helps explain the more fatherly approach he had to Liono in the original series.
    I admit, I was a bit irked with Snarf being just a pet, but over all I think it works. I mean I practically had a great dane for a nanny when I a child.
    Mumm-ra… I’ll have to see where they go with the character and what do with it. I was expecting something more akin to the Emperor from Star Wars. Decrypted and frail looking most of the time. But when needed, he transformes into the Everliving form and just super-bad-***. Now maybe that will still happen. We didn’t get to see it in the premier. He got cut off by the rising sun.
    Over all thoughts based on the premier: I’m interested in it. I want to see where they go with it.
  12. A little over a month ago I released the promo issue for a Fan-produced comic series under the title of City of Heroes: A Legacy of Sin. I had intended to have the proper issue 1 completed and released this month, but it seems my ambitions have out stripped my abilities and I was not able to complete issue 1 in time. In stead, I have completed a one-shot lead in comic introducing a new character that will appear down the line in the main Legacy of Sin series. I hope you enjoy City of Heroes: A Legacy of Sin. Cross-Line: Rogue Agent!



    As always, comments and critique are welcome and encouraged.
  13. Torroes_Prime

    X-Futurama-Men!

    Quote:
    Originally Posted by Zombie Man View Post
    And the robot to human mapping is OK with you, then?
    Well, it's slightly better to have a masculine appearing robot cast as a male character.
  14. Torroes_Prime

    X-Futurama-Men!

    Quote:
    Originally Posted by Zombie Man View Post
    Some of those choices just don't make sense.

    Why isn't Leela Cyclops?
    Because Cyclops is a guy and Leela's a woman.
  15. Quote:
    Originally Posted by Sin_Stalker View Post
    I am trying to have a character getting up off the ground. The ground under has been smashed like that one super strength power where you kick/punch the ground.

    I can't seem to get the effect to be there without the power. I tried putting a puddle there to do the mov but it didnt work.

    Any idea how I can make it work?
    amazingly I haven't worked with the SS FX much so I can't for certain if this will work or not. Have you tried attaching just the FX to the puddle?
  16. Quote:
    Originally Posted by Dark_Respite View Post
    BTW - he already figured it out. He named the Rikti as entity 30, but specified its model as entity 31. Incomplete entry for both = neither will appear.

    Michelle
    aka
    Samuraiko/Dark_Respite

    yeah, it's more then a little disturbing the stuff you tend to over look when you stare at code for 19 hours straight. Thanks for the help Sam.
  17. Okay, I know I'm missing something really simple here. I'm coding a demo. I've got the camera where I want it, facing the direction I want it. I need to code the rikti to come up from Torroes' left, and point toward torroes. But I can't get the bleeping Rikti to show up. From what I can tell I've got the possitioning correct, and I've got the NPC modeling set up correctly. But the Rikti is not showing up. Can anyone see what the problem is?

    Code:
    1   0   Version 2
    0   0   Map maps/missions/V_Arachnos/V_Arachnos_60/V_Arachnos_60_Layout_02_01.txt
    0   0   Time 10.807317
    0   1   Player
    0   1   NEW "CAMERA MAN"
    0   1   NPC PUDDLE
    0   1   MOV READY 0
    0   1   HP 1724.10
    0   1   HPMAX 1724.10
    0   2   NEW "TORROES PRIME"
    0   2   COSTUME 4 00575757 25.000000 0.000000 0.000000 0.000000 0.000000 0.550000 -0.082380 0.020000 0.000000 -1.000000 0.210000 0.000000 -0.420000 0.470000 -0.400000 -0.390000 0.580000 -0.400000 
    
    -0.640000 -0.600000 -0.520000 0.000000 0.300000 0.290000 -0.320000 -0.570000 -0.580000 0.000000 -0.170000 0.000000
    0   2   PARTSNAME Armored Tech_Banded_01 !Hips_V_Pattern_Slash_01 003b3b3b 00e3e3e3
    0   2   PARTSNAME Both_Amp Tech_Modern_01 none 003b3b3b 00ffffff
    0   2   PARTSNAME V_HUGE_HEAD.GEO/GEO_Head_V_Asym_Standard skin_v_head_49 none 00575757 00ffffff
    0   2   PARTSNAME V_HUGE_GLOVE.GEO/GEO_LArm*_Bone_01 V_Bone_01 V_Bone_01_Mask 003b3b3b 003d1400
    0   2   PARTSNAME V_HUGE_BOOT.GEO/GEO_LLeg*_Bone_01 !X_V_Boot_Bone_Metal none 00737373 00ff0000
    0   2   PARTSNAME none none none 003b3b3b 00000000
    0   2   PARTSNAME Long_01 Long_01a Long_01b 00575757 00575757
    0   2   PARTSNAME none none none 00000000 00000000
    0   2   PARTSNAME none none none 00000000 00000000
    0   2   PARTSNAME none none none 00000000 00000000
    0   2   PARTSNAME V_HUGE_SPADR.GEO/GEO_SpadR_Skull_02 !Emblem_V_Skull_01 !Emblem_V_Skull_01_Mask 00e3e3e3 00ff0000
    0   2   PARTSNAME none none none 00000000 00000000
    0   2   PARTSNAME none none none 00000000 00000000
    0   2   PARTSNAME Beard_Van_**** Beard_01a Beard_01b 00575757 00000000
    0   2   PARTSNAME Robotic_Both_03 Robotic_Clean none 00737373 00737373
    0   2   PARTSNAME none none none 00000000 00000000
    0   2   PARTSNAME none none none 00000000 00000000
    0   2   PARTSNAME none none none 00000000 00000000
    0   2   PARTSNAME none none none 00990002 00c0a063 00ababab 00c0a063 Auras/Huge/Electricity/ElectricBody.fx
    0   2   PARTSNAME none none none 00000000 00000000
    0   2   PARTSNAME none none none 00000000 00000000
    0   2   PARTSNAME none none none 00000000 00000000
    0   2   PARTSNAME none none none 00000000 00000000
    0   2   PARTSNAME none none none 00000000 00000000
    0   2   PARTSNAME none none none 00000000 00000000
    0   2   PARTSNAME none none none 00000000 00000000
    0   2   PARTSNAME none none none 00000000 00000000
    0   2   PARTSNAME none none none 00000000 00000000
    0   2   POS 622.9 576.0 722.15
    0   3   NEW "Scarlett THUNDRESS"
    0   3   COSTUME 1 00aabbf6 14.060000 1.000000 0.000000 0.250000 0.201159 0.768969 0.500000 0.000000 0.000000 -1.000000 -1.000000 -1.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 
    
    0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 -1.000000 0.857100 -0.592600
    0   3   PARTSNAME Tight Tights_Shiny !Hips_Tribal 00000055 0000001f
    0   3   PARTSNAME Tight !X_Chest_Skin_Witch_01 !Chest_V_Skin_Fem_Witch_01_Mask 000055 00000055
    0   3   PARTSNAME V_fem_Head.GEO/GEO_Head_V_Asym_Standard !v_sf_face_skin_head_10 none 00000055 0000001f
    0   3   PARTSNAME V_FEM_GLOVE.GEO/GEO_Larm*_Sport_01 !Boot_V_Sport_01 !Boot_V_Sport_01_Mask 00000000 000033
    0   3   PARTSNAME V_FEM_BOOT.GEO/GEO_LlegR_Valkyrie_02 !X_Valkyrie_Boot_03 !Boot_V_Valkyrie_03_Mask 00000033 00000000
    0   3   PARTSNAME V_FEM_BELT.GEO/GEO_Belt_Valkyrie_01 !X_Valkyrie_Belt_01 !belt_V_Valkyrie_01_Mask 0000001f 0000007f
    0   3   PARTSNAME Ponytail Long_01a Long_01b 00001f 0000ff
    0   3   PARTSNAME none none none 00000055 0000001f
    0   3   PARTSNAME Wings_02 Wing_01a Wing_01b 000000 0000ff
    0   3   PARTSNAME none none none 3535fd 000033
    0   3   PARTSNAME V_FEM_SPADR.GEO/GEO_SpadR_Pain_Pads_01 !X_Pain_Pads none 0000d4 000033
    0   3   PARTSNAME none none none 00000055 0000001f
    0   3   PARTSNAME none none none 00000055 0000001f
    0   3   PARTSNAME none none none 00000055 0000001f
    0   3   PARTSNAME none none none 00000055 0000001f
    0   3   PARTSNAME none none none 00000055 0000001f
    0   3   PARTSNAME none none none 00000055 0000001f
    0   3   PARTSNAME none none none 00000055 0000001f
    0   3   PARTSNAME none none none 00000055 0000001f
    0   3   PARTSNAME none none none 00000055 0000001f
    0   3   PARTSNAME none none none 00000055 0000001f
    0   3   PARTSNAME none none none 00000055 0000001f
    0   3   PARTSNAME V_FEM_CRANIUM.GEO/GEO_Cranium_V_Pointy_Ears_04 !face_skin_v_head_06 none 00000055 0000001f
    0   3   PARTSNAME none none none 00000055 0000001f
    0   3   PARTSNAME none none none 00000055 0000001f
    0   3   PARTSNAME none none none 00000055 0000001f
    0   3   PARTSNAME none none none 00000055 0000001f
    0   3   PARTSNAME none none none 00000000 00000000
    0   3   POS 629.9 576.0 726.15
    0   4   NEW TRIVOLT
    0   4   COSTUME 0 000e58ef 4.775000 1.000000 0.000000 0.895400 0.625000 0.450000 0.500000 0.000000 0.000000 0.000000 0.000000 0.000000 0.470000 -0.040000 0.700000 0.490000 0.360000 0.000000 
    
    0.560000 0.350000 0.490000 -0.290000 -0.460000 -0.360000 -0.350000 -0.510000 -0.100000 1.000000 -0.450000 0.000000
    0   4   PARTSNAME CRE_Pants.GEO/GEO_Hips_Recovery !X_Hips_Robot_Mask !Hips_V_Robotic_01_dual 00000033 003b3b3b
    0   4   PARTSNAME Armored !X_Chest_Robot_Mask !Chest_V_Robotic_01_dual 00000033 00575757
    0   4   PARTSNAME Helmet !X_FullHelm_Robot_01 !face_v_helmet_robotic_01_dual 00000033 00000033
    0   4   PARTSNAME Banded Tech_Banded_01 !glove_Fade_Line 00000033 00000033
    0   4   PARTSNAME Banded !X_Boot_Robot_Mask none 00000033 003b3b3b
    0   4   PARTSNAME Tactical tactical_02a tactical_02b 00000033 003b3b3b
    0   4   PARTSNAME HD_Comm_02 HD_Side_Comm_02 HD_Side_Comm_02b 00000033 003b3b3b
    0   4   PARTSNAME none none none 00000000 00000000
    0   4   PARTSNAME HD_Visor_01 HD_Visor_01 HD_Visor_01b 00000033 003535fd
    0   4   PARTSNAME Armored base Hand 00000033 003b3b3b
    0   4   PARTSNAME V_MALE_SPADR.GEO/GEO_SpadR_Ninja_Pad !Hair_V_Helmet_Longbow !Hair_V_Helmet_Longbow_Mask 00000033 003b3b3b
    0   4   PARTSNAME none none none 00000000 00000000
    0   4   PARTSNAME none none none 00000000 00000000 003d3d00 00615131 WEAPONS/Custom_AssaultRifle/Male_AssaultRifle_Base.fx
    0   4   PARTSNAME HD_Breather_02 Tech_01a Tech_01b 00000033 003b3b3b
    0   4   PARTSNAME none none none 00000000 00000000
    0   4   PARTSNAME none none none 00000000 00000000
    0   4   PARTSNAME none none none 00000000 00000000
    0   4   PARTSNAME none none none 00000000 00000000
    0   4   PARTSNAME none none none 00ffffff 000000ff 00000033 003b3b3b Auras/Male/CombatAura/CyborgCombatHUD.fx
    0   4   PARTSNAME none none none 00000000 00000000
    0   4   PARTSNAME none none none 00000000 00000000
    0   4   PARTSNAME none none none 00000000 00000000
    0   4   PARTSNAME none none none 00000000 00000000
    0   4   PARTSNAME none none none 00000000 00000000
    0   4   PARTSNAME none none none 00000000 00000000
    0   4   PARTSNAME none none none 00000000 00000000
    0   4   PARTSNAME none none none 00000000 00000000
    0   4   PARTSNAME none none none 00000000 00000000
    0   4   POS 614.9 576.0 732.15
    0   4   PYR 0 1.76 0
    0   4   MOV EMOTE_WALL_LEAN_1
    0   5   NEW "DENNINGS"
    0   5   NPC Wolf_MINION_01
    0   5   POS 618.9 576.0 738.5
    0   5   MOV BATT_RIFLE_LOW_1 0
    0   6   NEW "RUSSO"
    0   6   NPC Arachnos_Crab_02
    0   6   POS 628.9 576.0 732.5
    0   6   PYR 0 -1.24 0
    0   6   MOV ARGUE_REASON
    0   7   NEW "SAMSON"
    0   7   NPC Scrapyarder_Minion_02
    0   7   MOV PICKAXE 0
    0   7   POS 626.0 576.0 714.0
    0   8   NEW "Bäcker"
    0   8   NPC WOLF_MINION_02
    0   8   POS 624.9 576.0 730.5
    0   9   new "Eric Keener"
    0   9   NPC Longbow_Male_Group_02_Minion_04
    0   9   POS 129.3 523.7 10885
    0   9   PYR  0 0 0
    0   25 NEW "ARACHNOS SOLDER 1"
    0   25 NPC  Arachnos_Bane_Minion  
    0   26 NEW "ARACHNOS SOLDER 2"
    0   26 NPC  Wolf_Huntsman_01 
    0   30 NEW "RIKTI SOLDER 01"
    0   31 NPC  Rikti_Armour_Gunman_01
    355 SKYFILE SKY 0 1 0.000000
    232 SKYFILE SKY 0 1 0.000000
    265 SKYFILE SKY 0 1 0.000000
    102 CAM POS 126.042549 7.75 -304.316345
    0   CAM PYR 0.25 -3.067981 -0
    0   1   POS 126.042549 0.25 -304.316345
    0   1   PYR 0 0.073612 0
    134 SKYFILE SKY 0 1 0.000000
    270 SKYFILE SKY 0 1 0.000000
    237 SKYFILE SKY 0 1 0.000000
    236 SKYFILE SKY 0 1 0.000000
    271 SKYFILE SKY 0 1 0.000000
    1000    CAM    PYR    0    -0.44    0
    0    1    CHAT 10 0 "<color #010101>    0    -0.44    0    "
    0  CAM POS 119.9 .5 -256.9
    5000 25 MOV WALKCYCLE 0
    0    26 MOV WALKCYCLE 0
    0    25 POS 123.5 .3 -310
    0    26 POS 127.5 .3 -314
    1000    25    PYR    0    0.96    0
    0    25    CHAT 10 0 "<color #010101>    0    0.96    0    "
    0    26    PYR    0    0.96    0
    1000 CAM POS 125.0 .4 -260.0
    0    2 POS 123.75 -6.9 -260.0
    1000    CAM    PYR    0    0.66    0
    0    2    CHAT 10 0 "<color #010101>    0    0.66    0    "
    5000 CAM POS 128.0 4 -282.0
    1000    CAM    PYR    0    -3.14    0
    0    2    CHAT 10 0 "<color #010101>    0    -3.14    0"
    0    2 POS 128.75 .3 -270.0
    0  2  MOV EMOTE_RAISEHAND
    1000    2    PYR    0    -3.14    0
    0    2    CHAT 10 0 "<color #010101>    0    -3.14    0"
    0    25 POS 1230.5 .3 -310
    0    26 POS 1270.5 .3 -314
    5000 CAM POS 126.75 7.6 -267.0
    0    2    CHAT 10 0 "<color #010101>    0    -2.24    0    "
    1000    2    PYR    0    -2.14    0
    1000    CAM    PYR    0    -0.64    0
    0    2    CHAT 10 0 "<color #010101>    0    -0.64    0    "
    0       1 POS 128.75 .3 -270.0
    0       30 POS 128.0 .3 -280.6
    0       30 MOV EMOTE_POINT
    0    30    CHAT 10 0 "<color #010101>ALARM!"
    1000       30 POS 128.75 .3 -270.0
    0    30    CHAT 10 0 "<color #010101>ALARM!"
    1000       30 POS 128.75 .3 -271.0
    0    30    CHAT 10 0 "<color #010101>ALARM!"
    1000       30 POS 128.75 .3 -272.0
    0    30    CHAT 10 0 "<color #010101>ALARM!"
    1000       30 POS 128.75 .3 -273.0
    0    30    CHAT 10 0 "<color #010101>ALARM!"
    1000       30 POS 128.75 .3 -274.0
    0    30    CHAT 10 0 "<color #010101>ALARM!"
    1000       30 POS 128.75 .3 -275.0
    0    30    CHAT 10 0 "<color #010101>ALARM!"
    1000       30 POS 128.75 .3 -276.0
    0    30    CHAT 10 0 "<color #010101>ALARM!"
    1000       30 POS 128.75 .3 -277.0
    0    30    CHAT 10 0 "<color #010101>ALARM!"
    1000       30 POS 128.75 .3 -278.0
    0    30    CHAT 10 0 "<color #010101>ALARM!"
    1000       30 POS 128.75 .3 -279.0
    0    30    CHAT 10 0 "<color #010101>ALARM!"
    1000       30 POS 128.75 .3 -280.0
    0    30    CHAT 10 0 "<color #010101>ALARM!"
    1000       30 POS 128.75 .3 -281.0
    0    30    CHAT 10 0 "<color #010101>ALARM!"
    1000       30 POS 128.75 .3 -282.0
    0    30    CHAT 10 0 "<color #010101>ALARM!"
  18. Please lets see what Bats does with something like this!
  19. Quote:
    Originally Posted by Residentx10 View Post
    I'd like to go but I'll be in Virginia that weekend.

    Bah that's not excuse Residentx. I live in Virginia and I'm going to try and make it.

    On that note anyone wanna split hotel costs?
  20. Quote:
    Originally Posted by airhead View Post
    Unless he was on fire, I don't quite see why the flame originates at him. If he was on fire, I'd expect the flames to be blasted more omnidirectionally. He must have stepped on a fire to get where he is now. More background flames might better associate fire with the terrain.
    um... isn't that what 'caught in a flame thrower attack' would infer? I mean if I take a flame thrower and shoot it at you, you're set on fire, or at very least sprayed with burning chemicals. Either way, the fire would be on you and you would be the center of it.
  21. Quote:
    Originally Posted by ChristopherRobin View Post

    P.S. My first guess upon seeing the earlier image was that he had just unleashed the Autobot Matrix of Leadership (33 seconds in) while standing in a campfire.
    don't even think about playing "The Touch".

    Quote:
    Originally Posted by ChristopherRobin View Post
    Yes it works okay. What would help sell it better for me would be, now that you reduced the sphere of the handclap, have the fire reacting to the leading edge of the blast. i.e. the fire in the lower right should come up a bit from the ground and then bend down and away from the hero in a cascading arc where it meets the trailing edge of the outgoing clap fx.
    Another thing that would help is seeing the stream of fire coming from the flamethrower (presumably) offscreen. That would help depict it as an attack on him rather than him being the source of the flames (like he activated Hot Feet or something)


    Well the flame thrower spewing the flame occurs in a different frame, plus I'm going to try for more of a close up in the final version. So you wouldn't actually see the flame thrower itself. Regardless, how does this work?

  22. okay I'm feeling somewhat better about the second image given the responses I've gotten.

    The idea is the character is caught in a flame thrower attack and he uses a hand clap to snuff out the flames.

    Now, knowing what I'm shooting for, does the image work in that regard? If not, why? What would you need to see in the image, or in a previous panel to support what I'm attempting to convey?
  23. Quote:
    Originally Posted by Early Girl View Post
    fireclap?

    hmm there's a thought for a new power in Fire Melee.
  24. Quote:
    Originally Posted by Caemgen View Post
    My second guess would be he just put on a Green Lantern ring... But I just came back from seeing that so I'm probably just a bit biased because of that at the moment.

    *sigh* and this is what I get for asking this a week after the release of the Green lantern Movie....


    Anyway, not saying if anyone was right or wrong. But same question, reworked image.