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Messages - keptin

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1
Mods / Re: [0.6.1a] Interstellar Federation v1.27
« on: May 11, 2017, 09:22:11 PM »
I gave Wriath the ok. Godspeed  8)

I released the mod under Creative Commons. It's open to modify and rerelease:

Since I've had a few requests, I'm officially releasing the IFed sprite assets for open use under a CC BY-NC-SA 4.0 license.  This only includes assets in the current release, not the new concept sprites I've posted in the thread.

http://creativecommons.org/licenses/by-nc-sa/4.0/

Basically:
-credit me,
-don't sell it
and you're solid.

2
Mods / Re: [0.6.1a] Interstellar Federation v1.27
« on: December 18, 2014, 06:54:23 PM »
Since I've had a few requests, I'm officially releasing the IFed sprite assets for open use under a CC BY-NC-SA 4.0 license.  This only includes assets in the current release, not the new concept sprites I've posted in the thread.

http://creativecommons.org/licenses/by-nc-sa/4.0/

Basically:
-credit me,
-don't sell it
and you're solid.

3
Mods / Re: [0.6.1a] Interstellar Federation v1.27
« on: November 12, 2014, 07:38:26 PM »
Meso pretty much summed it up. I've received several PMs asking if I'm going to update IFed now that the big Starsector patch is out, so I figure I'd address that here for everyone.  I'm happy to find there's still a following after all this time.  Unfortunately I don't have that kind of spare time to put into modding at the moment.

I'd love to come back to this mod and at the very least peck away at some of the art assets, but I've collected a series of portfolio projects that will probably come first.  It could be months, years, or never; please don't hold your breath.  Regardless, Starsector will continue to improve and grow in content--after all, I originally set off to add content to the game.

4
Mods / Re: [0.6.1a] Interstellar Federation v1.27
« on: March 02, 2014, 09:52:13 PM »
Sorry if I got some of your hopes up by posting recent sprite work--had some time on my hands and it was fun, and I may continue to do so, but the code backend is what needs work and is something I have no interest in doing at the moment.  I've been pretty vocal about official development being put on hold for a while now, but Kazi's recent update patch has revived IFed a bit, so I understand that it may have been misleading.

Kazi has my permission to continue to maintain it, keeping true to the original vision of the mod as closely as possible.  I'm definitely still around; I check the forums almost daily and keep an eye on the game's development.  IFed is still important to me, but I want to limit my time on it until it has more of a game to grow into.

I hope it doesn't seem like I'm giving Starsector a hard time for its development pace/cycle. I love what Alex & team has made, it's fantastic and has so much potential.  I admire their persistence and dedication to their creation and understand the pace of indie development all too well.

5
Mods / Re: [0.6.1a] Interstellar Federation v1.27
« on: February 28, 2014, 06:41:24 PM »
IFed is dated, it feels dated, and despite doing some work on it recently, I have no plans to maintain it, nor release a major update anytime soon.  Until Starsector gains some depth where I feel it's less space fleet simulator and more sandbox RPG, IFed is gonna sit on the bench.  I've lost interest in the game itself--there just isn't that much gameplay content; buy ships, buy weapons, find enemy, fight in arena, repeat.

I want deeper politics, meaningful trade, regions of space, a variety of mission types, exploration, faction campaigns w/ storylines, and more.  It could take years at the current rate of development.  In the mean time, it's ok to let IFed fade into obscurity--at the very least, please don't hold your breath.  You'll be dead long before an update comes.

If and when I release something, it's going to be a ground-up rebuild; an entirely new IFed.

6
Mods / Re: [0.6.1a] Interstellar Federation v1.27
« on: February 09, 2014, 01:23:43 PM »
@Uomoz & TimeDiver, thanks for the report and fix guys, it really helps!  I'll push the changes soon.

7
Mods / Re: [0.6.1a] Interstellar Federation v1.27
« on: January 31, 2014, 12:19:52 PM »
Yeah, the cyclotron was me testing to see if an animated sprite sequence would work well for weapons.  It sure did!  There's a lot you could do using animation, from visual charge ups to barrel flame/fire effects, even weapon deployment.  It's just super time consuming.

8
The thunderchief gun sound is super obnoxious :(

I agree.  A few sounds changed as of the recent IFed compatibility patch and not all of them for the better.  Uomoz, you're welcome to change them as needed.

Heh, I tried to find the closest match between the 0.54 and 0.6 sounds, but there wasn't always a good fit available. You could always revert the worst offenders to the old 0.54 sounds if you have an older copy of Starsector still. Just drop the old sfx in your mod's sounds folder and change the entry in sounds.json to play the old file.

No worries man, you did a great job given the sounds at your disposal  8)

I plan to replace them all eventually, so it's no biggie if some sound off atm.

9
The thunderchief gun sound is super obnoxious :(

I agree.  A few sounds changed as of the recent IFed compatibility patch and not all of them for the better.  Uomoz, you're welcome to change them as needed.

10
Mods / Re: [0.6.1a] Interstellar Federation v1.27
« on: January 27, 2014, 02:58:13 PM »
Mod factions are difficult to balance and so when you toss several of them into a mod compilation, some are clearly more powerful than others.  Ideally the discrepancies are minor and vary between ship types/tiers and strategy/how a ship is meant to be used, but often it's unbalanced across the board.  It's really tempting while playtesting to bump up the stats to make your creations just a little more powerful than everything else, but if everyone is doing that you can see where the overpowered trend comes from.  As David said in the blog, "If every ship was totally awesome then no ship would be totally awesome. Starsector needs standard “boring” workhorse ships."

I made a spreadsheet balance tool (BalanceSuite 5000) a while back that helped devs balance their factions to vanilla by showing them how a particular ship compared to others of its class and even recommending stats given its price, ordinance, etc.  The idea was that it helped devs take a step back with, "Hey, that's overpowered for this type of ship and here's why, try this stat instead."  I thought it was a pretty useful tool until a major game update broke it.

IFed is due for an overhaul where some rebalancing will take place.  While I want it to play nice with other mods, it will only be officially supported as a standalone mod to use with vanilla.

11
Mods / Re: [0.6.1a] Interstellar Federation v1.27
« on: January 18, 2014, 02:12:10 PM »
Ha thanks, trying to stay modest here, but can't say I don't like all the high praise!  8)

Here's the current batch last posted to the sprite critique thread.  There are some areas to touch up, but it's a good WIP.



It takes a lot of time for me to hit this level of detail and quality.  3+ hours for the Vixen.  There tends to be a lot of exploration in paint where I'm painting areas over and over to feel out what I'm looking for and then shading & highlighting comes in.  Pixel art is cool, but tedious!

12
General Discussion / Re: Worried about the coming CR update
« on: January 17, 2014, 12:32:30 PM »
The game is still in alpha, this is when devs can be highly iterative and easily change balance and game mechanics to test what works and what doesn't.  If things aren't working, they can always be rolled back or changed again.

Starsector still has a long road of development ahead of it, one patch isn't going to make or break it.  Don't get your panties in a bunch.

13
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: January 16, 2014, 12:42:56 AM »
Thanks! The Dakota is an old utility ship.  In IFed's fiction it's a hundred year old hull with modern retrofits and I wanted to reflect its age with a different color pallet back when I originally made it, but I might explore the cold colors on it.

14
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: January 15, 2014, 11:25:40 PM »
Thanks guys, appreciate the feedback.

a little more work on the lighting (for example, the Dakota's engine section should get some shadow from the hull, being lower and back)

I totally agree, earlier I took note note of a few touch ups to make and that was one of them.

15
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: January 15, 2014, 07:37:51 PM »
Adding a couple more updated ships to the line...a style is starting to come together.



Criticism is welcome.

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