NUTS!!! Let's go NUTS!!!
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Re: NUTS!!! Let's go NUTS!!!
Nice to see some enthusiasm for a project that seeks to do something different, but I think you probably want to do more than just throw in random ridiculous ideas and pop culture references, right?
You mention eGRVTS as an inspiration, which gets me to thinking- if you're going for the same level of in-game practicality and useful variety along with looking interesting, it might be helpful to think of what functions players need trains to serve in-game, and how their stats should be geared for it? Naturally you don't want a one-size-fits-all train, but looking at eGRVTS for ideas...
Take the bus selection, for example. In the mid to late 20th century you get three main kinds of buses- double-deckers with a high passenger capacity but low speed, articulated buses also with high capacity but requiring drive-through depots (which have their strengths and weaknesses), and normal bodied buses that are much faster and longer ranged than the other types. These three simple choices give players optimal vehicles for different situations, regional and urban services. The trucks don't seem to have an equivalent of the double-decker but otherwise follow the same pattern. (and the Heavy Equipment Set does work nicely with eGRVTS by offering slower high-capacity cargo vehicles)
I think you'd want to make sure the player has access to a variety of trains clearly intended for different purposes- cheap and light trains for small hauls, mid-range trains with decent capacities but nothing too special, powerful trains with strong engines for hauling large loads or going uphill, the big expensive freight trains, passenger expresses, etc etc. Even gimmicks like car-trains (the Gmund Mog in the Heavy Equipment set is already basically a car-train, and extremely situational but I bet it has its uses) have their place.
You mention eGRVTS as an inspiration, which gets me to thinking- if you're going for the same level of in-game practicality and useful variety along with looking interesting, it might be helpful to think of what functions players need trains to serve in-game, and how their stats should be geared for it? Naturally you don't want a one-size-fits-all train, but looking at eGRVTS for ideas...
Take the bus selection, for example. In the mid to late 20th century you get three main kinds of buses- double-deckers with a high passenger capacity but low speed, articulated buses also with high capacity but requiring drive-through depots (which have their strengths and weaknesses), and normal bodied buses that are much faster and longer ranged than the other types. These three simple choices give players optimal vehicles for different situations, regional and urban services. The trucks don't seem to have an equivalent of the double-decker but otherwise follow the same pattern. (and the Heavy Equipment Set does work nicely with eGRVTS by offering slower high-capacity cargo vehicles)
I think you'd want to make sure the player has access to a variety of trains clearly intended for different purposes- cheap and light trains for small hauls, mid-range trains with decent capacities but nothing too special, powerful trains with strong engines for hauling large loads or going uphill, the big expensive freight trains, passenger expresses, etc etc. Even gimmicks like car-trains (the Gmund Mog in the Heavy Equipment set is already basically a car-train, and extremely situational but I bet it has its uses) have their place.
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Re: NUTS!!! Let's go NUTS!!!
Thank you for quite well thought and interesting feedback, I appreciate that someone thinks in the gameplay spheres..Sabre_Justice wrote:Nice to see some enthusiasm for a project that seeks to do something different, but I think you probably want to do more than just throw in random ridiculous ideas and pop culture references, right?
You mention eGRVTS as an inspiration, which gets me to thinking- if you're going for the same level of in-game practicality and useful variety along with looking interesting, it might be helpful to think of what functions players need trains to serve in-game, and how their stats should be geared for it? Naturally you don't want a one-size-fits-all train, but looking at eGRVTS for ideas...
Take the bus selection, for example. In the mid to late 20th century you get three main kinds of buses- double-deckers with a high passenger capacity but low speed, articulated buses also with high capacity but requiring drive-through depots (which have their strengths and weaknesses), and normal bodied buses that are much faster and longer ranged than the other types. These three simple choices give players optimal vehicles for different situations, regional and urban services. The trucks don't seem to have an equivalent of the double-decker but otherwise follow the same pattern. (and the Heavy Equipment Set does work nicely with eGRVTS by offering slower high-capacity cargo vehicles)
I think you'd want to make sure the player has access to a variety of trains clearly intended for different purposes- cheap and light trains for small hauls, mid-range trains with decent capacities but nothing too special, powerful trains with strong engines for hauling large loads or going uphill, the big expensive freight trains, passenger expresses, etc etc. Even gimmicks like car-trains (the Gmund Mog in the Heavy Equipment set is already basically a car-train, and extremely situational but I bet it has its uses) have their place.
Majority of the way how things are going to work is in this file:
http://dev.openttdcoop.org/issues/2871
The rest of the stats is going to be filled later..
the mentioned example of eGRVTS is just a pointer because it is probably the only set which classes a few engines which improve over time. How successfully is it done is some other problem in my eyes

So you can see that I have a certain plan, this thread is just for inspiration when drawing sprites. The aim of the set is to make it super well playable so it has a certain system which is going to be filled and is very unlikely to be changed. On the other hands I do have many ideas how to draw this and that but there is a looot of engines to take care of.


Note: and the random ridiculous ideas are just because I like my stuff being oddly fun and mainly because I can afford it with no regards to realism
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Re: NUTS!!! Let's go NUTS!!!
I was just cruising Cracked.com for crazy vehicle ideas, lo behold they do deliver.
We totally need a Fallout-inspired nuclear powered vehicle GRF. I think the Railplanes have been posted earlier on though. (and it turns out propellers kinda suck for ground transport, but that never stopped steampunk)
We totally need a Fallout-inspired nuclear powered vehicle GRF. I think the Railplanes have been posted earlier on though. (and it turns out propellers kinda suck for ground transport, but that never stopped steampunk)
Re: NUTS!!! Let's go NUTS!!!
Thanks for posting that Sabre, I am SO totally digging the idea of the Straddling Bus as a tram replacement.

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Re: NUTS!!! Let's go NUTS!!!
I'd love to see that turn a corner 

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Re: NUTS!!! Let's go NUTS!!!
http://www.youtube.com/watch?v=Hv8_W2PA ... age#t=226soberhümer wrote:I'd love to see that turn a corner
Do you like drones, quadcopters & flying toys? Check out Drone Strike Force!

Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | GarryG's Auz Sets

Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
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Re: NUTS!!! Let's go NUTS!!!
An arc train
for maglev most likely...

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- ArcTrain01.png (2.05 KiB) Viewed 4702 times
Re: NUTS!!! Let's go NUTS!!!
Looks good, the side views are too side-on though. 

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Re: NUTS!!! Let's go NUTS!!!
Yes. Now they look like really face-on while the view is more from a 45° upward perspective.V453000 :) wrote:Should they be more "from the top view" ?
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Re: NUTS!!! Let's go NUTS!!!
wow nice.
I like the bus thing. it looks awesome.
I like the bus thing. it looks awesome.
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1000th Post at Wed Feb 08, 2012 8:43 am
2000th post at Sun Apr 14, 2013 10:22 am
All comments from me may or may not be true and do not take them word-for-word
Feel Free to join me and some other people in The Nations Game - its actually quite fun.
1000th Post at Wed Feb 08, 2012 8:43 am
2000th post at Sun Apr 14, 2013 10:22 am
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Re: NUTS!!! Let's go NUTS!!!
Ok, I have tried to make them a bit more from the top, results are two... both are almost identical but one of them has the highlight 1px higher, one lower. Which one to choose?
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- The one with highlight 1px lower than the other.
- ArcTrain02.png (2.06 KiB) Viewed 4510 times
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- The one with highlight 1px higher than the other.
- ArcTrain03.png (2.08 KiB) Viewed 4510 times
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- And both in one file :) The arrows indicate where the highlight is (higher/lower)
- ArcTrain0203.png (1.61 KiB) Viewed 4510 times
Re: NUTS!!! Let's go NUTS!!!
I found out some info about this one - It was a BR Class 20 underneath this "mock" armouring, surely, this one must be an easy one to do?Emperor Jake wrote: The train from 007: Goldeneye
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Re: NUTS!!! Let's go NUTS!!!
The point is, why ... sure, it is a strange locomotive but I do not really need armoured trains
In the end it would probably look just like long gray "thing" on the first sight anyway..

Re: NUTS!!! Let's go NUTS!!!
Heh, that train somehow reminds me of Darth Vader in an Angry Bird shape 

Re: NUTS!!! Let's go NUTS!!!
LOL
you could use the shape but not bother wih armour.

you could use the shape but not bother wih armour.
"O2 is for noobs, real people breath O3" ~ said sometime by Me
All comments from me may or may not be true and do not take them word-for-word
Feel Free to join me and some other people in The Nations Game - its actually quite fun.
1000th Post at Wed Feb 08, 2012 8:43 am
2000th post at Sun Apr 14, 2013 10:22 am
All comments from me may or may not be true and do not take them word-for-word
Feel Free to join me and some other people in The Nations Game - its actually quite fun.
1000th Post at Wed Feb 08, 2012 8:43 am
2000th post at Sun Apr 14, 2013 10:22 am
- V453000 :)
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Re: NUTS!!! Let's go NUTS!!!
Jacko wrote:LOL![]()
you could use the shape but not bother wih armour.
That is quite true

Re: NUTS!!! Let's go NUTS!!!
Its a bit the X2001, the train with a personality
(i.e. it has a sad face on the front of it)
(i.e. it has a sad face on the front of it)
"O2 is for noobs, real people breath O3" ~ said sometime by Me
All comments from me may or may not be true and do not take them word-for-word
Feel Free to join me and some other people in The Nations Game - its actually quite fun.
1000th Post at Wed Feb 08, 2012 8:43 am
2000th post at Sun Apr 14, 2013 10:22 am
All comments from me may or may not be true and do not take them word-for-word
Feel Free to join me and some other people in The Nations Game - its actually quite fun.
1000th Post at Wed Feb 08, 2012 8:43 am
2000th post at Sun Apr 14, 2013 10:22 am
- V453000 :)
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Re: NUTS!!! Let's go NUTS!!!
Well hello again, this time I bring to you a whole series of four engines.
These are the maglev strong class engines, visually "evolving" between the 4 stages.
Opinions, thoughts, spotted mistakes?
These are the maglev strong class engines, visually "evolving" between the 4 stages.
Opinions, thoughts, spotted mistakes?

- Attachments
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- There goes, I added 3 random company colours to show it somehow else than in the blue and green which I believe every newgrf author using 2cc is already too fed up with :D
- MagStrongPreview01.png (14.29 KiB) Viewed 4267 times
- planetmaker
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Re: NUTS!!! Let's go NUTS!!!
Company colours (and 2nd company colour) are best done by a recolouring within the game - and they need not necessarily obey the player's CC. That needs no separate drawing - just make sure that the CC and 2CC use the proper palette index. That way you have all 256 2CC combinations at your disposal.
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