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Okay. Here's a Illsteir-patented 360 degree view of the base model Sylph, pretty much completed. Just need to make it a few weapons, stick it into a few poses, and I'll be happy.

Can't seem to get it to move as smooth as Illsteir's 360 views. Maybe that's because I'm using ImageReady to make them rather than Flash, D:
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So.... here's a random turntable for the completed Altair design. I'll get around to making design sheets for it later.

Sorry for the large file size and load time, I'm not exactly the greatest when it comes to playing around with SWF files.

The turntable, is of course, an idea borrowed from :iconillsteir:.
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some test animation on frash
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We did it!

Programmer
Badim

Designer
DN

Artist: Squall

About a Game:

A special Unit has been sent to Mars to prevent a looming threat.
By controlling one of the combat robots, your Unit will have to go through the series of missions; destroying a mob of enemies, earning awards and improving your own robot.

Inspired by MechWarrior and Robokill.

Repair works each time you clear room from enemies.
Now there is confirmation dialog for exit to main menu.
Saves works by default - each time you win level game save your stats.
Shortcuts I and M now toggle screens.

if save doesnt loaded - just hit refresh(f5).
Hard Mode added(just hit play - then change mode) - stronger enemies, more scores.

Instructions

Use WASD/Arrows for MOVE and Mouse to Fire & Aim.
Shortcuts: I - Inventory, M - Map, T - Mute.

Some my art materials from Red Storm:

Link
Link
Link
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A cool transforming mech

click the turret to deploy it.



Some personal work for showcase.

inspired by the transforming mech bosses from arcade shooters like Strikers 1945


*updated with abit more details added and assets missed out
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:iconnch85:
SGG
CLICK >> [link] <<CLICK

click, enjoy, rewatch
though youtube version dosent have the intermission scenes in it... the flash version has....
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because people keep bitching that I never sync up the moving background and cause the reason why i did not want to sync up is that the walk cycle was meant to be controlled by programming

but here, heres some actual walking and mind you its really a chore to sync the walking movement on the floor. cause the timming of the footsteps have a slight pause and delay to it.
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Produced in SketchUp and Flash


Edit: I thought that the 24 FPS in the first one was an overkill so in order to increase the quality without increasing the file size, i toned down the frame count and rate.
Also, BG music :)
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Ryu told me to upload this. Please enjoy, everyone! ^^

Note as of 2007:
This was made and uploaded many moons before the US localization of the SRT Original Generation games, a time when not many of us were sure what the characters' names were meant to be. In any case, please forgive the incorrect naming of the characters; you know who they are anyway! :D

I would go back and edit, but there was an incident and Ingram now has the .fla files.
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Finally found time to finish this simple animation. Its been a while since I have done any at home and I need to... i really do. Its vector style render so the file came out a little big. so give it sometime to load. I don't like putting loaders in as I don't want people to wait. so first time is slower then normal.

Ones again as before.

Modeling, animation, rendering is by me.
Rigging is be Stev Kalinowski at [link] one of top riggers I know.

other works like it:
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