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NEW! Navigation lights! Each animation strip has two separate animations, divided by the "off" nav light in the middle. I figured while I was making one animation, I might as
well do a second one... It could be useful in certain situations. Or we could just use both animations and alternate between the two... who knows. That's icing.

And yes, the offset between the top and bottom should be like that. Somehow I managed to get the bottom and top engines off by several pixels and never noticed it until now. Having the top engine offset to the right a bit blends into the overall perspective angle anyway, so I don't think people will notice it. (If people do, I can fix it)

Grid size: 94x85.

 

 

NEW SHIP GRAPHICS: OK! Here are ALL THREE new ship images. It's been a huge time investment, but I think the results are worth it. Again, if anyone has feedback or suggestions, shoot me a message on the Sourceforge project site.  Also, the original game's graphics had yellow lines in the ship indicating where you were "seeing through" the ship's ceiling. If people want them back, I can draw them on a separate image which can be placed on top of the ship's image, so the player would look like they are walking under the lines rather than on top.

NOTE: The ships are drawn at 1024x768. Pod is 560x360.





 

This is a test for beacon animations. Once we decide what type of flash looks good for the game (I'm partial to just the single pulse-flash rather than a fancier police-like string of flashes) I'll save it on a strip for animation.