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Wait for Next Version, Use current (.40.24,) or use older release (.34.11?)

Wait for the next release. I want usable mugs damn it!
- 52 (72.2%)
We can use the current one. I like the big trees and slightly smarter dorfs.
- 15 (20.8%)
I'll take .34.11 thanks. I want to know I'll get to kill things for sure.
- 5 (6.9%)

Total Members Voted: 72


Pages: 1 ... 90 91 [92] 93 94 ... 812

Author Topic: [34.11] Spearbreakers - SEQUEL UNDERWAY. POST THERE INSTEAD.  (Read 1347114 times)

Niccolo

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #1365 on: May 15, 2012, 12:31:57 am »

Anytime, Hans. I've spent far too much time reading books to let my stupidly stupendous vocabulary go to waste.

Why yes, my ego is fine.

And since you asked so nicely... I'm currently working on some more art. I have a rough sketch, but I figure I may as well go the whole hog and paint it.
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What's wrong with using magma? That's almost always the easiest method.
I have issues channeling it properly to do that method. I end up flooding the fortress with magma.
Check out my RtD!

Mr Frog

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Re: Spearbreakers - Madness. Mayhem. Mugs.
« Reply #1366 on: May 15, 2012, 01:03:00 am »

You're actually trying to stay alive rather than screw over Overseer (N+1) - and yet everything's still going to pot. The game is actively defying your attempts to force order on this hellhole.
I'm nominating this for the quotes section, if anyone will second it.

Seconding it. Seriously need to get caught up with this :-\
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A great human twisted into humanoid form. It has an emaciated appearance and it squirms and fidgets. Beware its bronyism!

Spawn of Holistic, and other mods

My tileset. Because someone asked. (Now with installation instructions!)
I so want your spawn babies

Sus

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #1367 on: May 15, 2012, 06:07:34 am »

Niccolo's engravings menace with spikes of cool and funny. :D

And this
You're actually trying to stay alive rather than screw over Overseer (N+1) - and yet everything's still going to pot. The game is actively defying your attempts to force order on this hellhole.
pretty concisely sums up Spearbreakers. "Whew, back from the brink..." --> ‼Fun‼ ensues.

Another vote for keeping in 34.07, trying to work minecarts and what-have-you into the existing fort would be too much of a hassle.
OTOH, proper density for pitchblende would make for some kick-ass rock hammers. Oh well, maybe in the eventual sequel...


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Certainly you could argue that DF is a lot like The Sims, only... you know... with more vomit and decapitation.
If you launch a wooden mine cart towards the ocean at a sufficient speed, you can have your entire dwarf sail away in an ark.

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #1368 on: May 15, 2012, 06:18:39 am »

Any and all technological jumps will be blamed on Dorf!Mr Frog's meddeling/exile.

Niccolo

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #1369 on: May 15, 2012, 08:00:47 am »

Niccolo's engravings menace with spikes of cool and funny. :D

Why, thank you! This next one's not so much funny as... disturbing, though.


Yeah, these bastards were in my nightmares a few nights ago. So now y'all can have a serving of my interpretation of the Spawn.
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What's wrong with using magma? That's almost always the easiest method.
I have issues channeling it properly to do that method. I end up flooding the fortress with magma.
Check out my RtD!

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #1370 on: May 15, 2012, 02:54:30 pm »

That looks alot like The Rake.

Also I imagined them as more dwarf sized.

Aseaheru

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #1371 on: May 15, 2012, 02:58:32 pm »

Well, as you all went and posted 4-5 pages in a day, im off! try not to die children!
nix this. im bored
« Last Edit: May 15, 2012, 07:40:42 pm by Aseaheru »
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Voted SpearBreakers Meatpieologist by Mr Frog
DADeathinacan has Videos
An Indeterminate Arms Race, where the players choose to be cults with technological artifacts alone in the world.

Warning, may appear to be angrier than intended

Terrahex

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #1372 on: May 15, 2012, 04:36:02 pm »


Spawny is Beautiful... only one... O_O;
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What do you think? Yes? No?

Niccolo

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #1373 on: May 15, 2012, 05:44:07 pm »

That looks alot like The Rake.

Also I imagined them as more dwarf sized.

I've never heard of The Rake.

And I was thinking of making them more Dwarf-sized, but that just made them less scary. It seems somehow right to me that the changing process stretches and contorts them.

The worst part about painting that thing, though, was using actual corpses as colour reference. <.< That was not my most fun research.

EDIT: Holy crap, you're right. It looks incredibly similar to The Rake (Thank you Creepypasta!) Buuuut there are some differences, thankfully - for one, the Rake doesn't appear to have arms about three times as long as they should be.

Huh.

I guess when you go to draw something scary yet humanoid, everyone'll eventually get to the same conclusions.
« Last Edit: May 15, 2012, 05:47:18 pm by Niccolo »
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What's wrong with using magma? That's almost always the easiest method.
I have issues channeling it properly to do that method. I end up flooding the fortress with magma.
Check out my RtD!

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #1374 on: May 15, 2012, 06:02:59 pm »

I imagined a dwarf sized thing with leathery skin, a pale excuse of a beard, and it bieng one messy jaw, starting from the split jaw of the skull down to the belly button with 3-5 talons on each hand and having featurless leathery stumps for feet.

Terrahex

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #1375 on: May 15, 2012, 06:28:11 pm »

actually, the talons should be large and unwieldy yet incredibly sharp. one of the key things about the spawn in syrupleaf was their dreaded claws
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What do you think? Yes? No?

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #1376 on: May 15, 2012, 06:41:49 pm »

These spawn have aready established themselves as different from the legends of the place the dwarves call Everoc. Mayby more rough boney crab-ish claws?

Hanslanda

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #1377 on: May 15, 2012, 07:34:13 pm »

Crab-ish as in pincers, or just big and jagged claws? I'm thinking that with a tongue and mouths like that, the claws have become a bit secondary.  Do the spawn kill more with their claws or by biting?

I like that with biting, you can bite with each set of teeth onto a different part of the enemies body, meaning everything big has hideous, eldritch abomination mouths with independantly mobile mandibles.
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Well, we could put two and two together and write a book: "The Shit that Hans and Max Did: You Won't Believe This Shit."
He's fucking with us.

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #1378 on: May 15, 2012, 07:40:42 pm »

Sort of like pincers, but with leathery burnt looking hide instead of shell.

And I think they kill more with c;awing, severing limbs and whatnot.

Aseaheru

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #1379 on: May 15, 2012, 07:41:08 pm »

i want to insert minecrafts
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Voted SpearBreakers Meatpieologist by Mr Frog
DADeathinacan has Videos
An Indeterminate Arms Race, where the players choose to be cults with technological artifacts alone in the world.

Warning, may appear to be angrier than intended
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