Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Pages: 1 ... 6 7 [8] 9 10 11

Author Topic: [0.65.2a] Firestorm Federation [0.5.8]  (Read 83637 times)

Ember

  • Commander
  • ***
  • Posts: 172
    • View Profile
Re: [0.6.2a] Firestorm Federation [0.5.5]
« Reply #105 on: April 01, 2014, 07:09:09 PM »

Your links don't work Ember. Looks good though.

works fine for me and for someone else I had try
if it still doesn't work, Ive added an alternate download to the original post

also ive tried to make some sprites for the small weapons

« Last Edit: April 01, 2014, 08:00:15 PM by Ember »
Logged

sarducardun

  • Commander
  • ***
  • Posts: 120
  • Welcome the angel of death
    • View Profile
Re: [0.6.2a] Firestorm Federation [0.5.5]
« Reply #106 on: April 02, 2014, 03:25:40 AM »

The dropbox link worked fine, thanks.
Logged

Ember

  • Commander
  • ***
  • Posts: 172
    • View Profile
Re: [0.6.2a] Firestorm Federation [0.5.5]
« Reply #107 on: May 08, 2014, 01:44:21 PM »

sorry about the lack of updates or posts but I am more or less stuck
weapon sprites are proving difficult and the ones I made I think are a bit too big, also unique weapons for my faction are currently impossible because I cant do any coding or scripting. Same goes with any sort of campaign or story elements. If anyone is willing to help do this sort of stuff for me, I would be grateful.
Logged

HELMUT

  • Admiral
  • *****
  • Posts: 1363
    • View Profile
Re: [0.6.2a] Firestorm Federation [0.5.5]
« Reply #108 on: May 09, 2014, 11:56:25 AM »

I can probably help for the weapons sprites if you want. For the scripting however, better ask some of the coding wizards on the forum.
Logged

Ember

  • Commander
  • ***
  • Posts: 172
    • View Profile
Re: [0.6.2a] Firestorm Federation [0.5.5]
« Reply #109 on: May 09, 2014, 04:26:43 PM »

I can probably help for the weapons sprites if you want. For the scripting however, better ask some of the coding wizards on the forum.

that would be awesome if you would help with those sprites, Ive tried myself but they are, most of the time too large, and flat and often don't fit with my ships very well
Logged

Ember

  • Commander
  • ***
  • Posts: 172
    • View Profile
Re: [0.6.2a] Firestorm Federation [0.5.5]
« Reply #110 on: May 23, 2014, 11:08:01 PM »

So HELMUT made a whole bunch of weapon sprites for me
thank you for that
now I just need to get the canvas sized correctly so the game can actually use them, can anyone tell me exactly how to set it for both turret and hardpoint?

some of the sprites made by HELMUT:

Flak Kinetic Energy Projectile Explosive

Kinetic Storm Kinetic Explosive Energy Projectile

im going to need some name suggestions for these weapons
« Last Edit: May 23, 2014, 11:39:49 PM by Ember »
Logged

Ember

  • Commander
  • ***
  • Posts: 172
    • View Profile
Re: [0.6.2a] Firestorm Federation [0.5.5]
« Reply #111 on: May 25, 2014, 09:05:50 PM »

thanks to Tartiflette my artillery capital ships' main weapon is now animated



the weapon itself still needs a bunch of balancing though

http://i.imgur.com/VuUSjyS.gif
Logged

Toxcity

  • Admiral
  • *****
  • Posts: 561
    • View Profile
Re: [0.6.2a] Firestorm Federation [0.5.5]
« Reply #112 on: May 25, 2014, 09:21:53 PM »

HELMUT and Tartiflette did a good job on those sprites / animation.

I'm looking forward to finally playing this mod.
Logged

GUNINANRUNIN

  • Admiral
  • *****
  • Posts: 719
  • Let's do it!
    • View Profile
Re: [0.6.2a] Firestorm Federation [0.5.5]
« Reply #113 on: May 25, 2014, 09:38:18 PM »

Oooh. Love them ships. They look fast!
Logged
In short, if you throw a stone out of the rear window of your spaceship you will go faster.

Ember

  • Commander
  • ***
  • Posts: 172
    • View Profile
Re: [0.6.2a] Firestorm Federation [0.5.5]
« Reply #114 on: May 25, 2014, 10:11:42 PM »

Oooh. Love them ships. They look fast!

their top speed is higher than most vanillia ships but they have very low acceleration and turn rate

anyway, once i finish all the weapons i currently have, sprites for (small/medium) ill post an update
Logged

FasterThanSleepyfish

  • Admiral
  • *****
  • Posts: 727
  • Blub
    • View Profile
Re: [0.6.2a] Firestorm Federation [0.5.5]
« Reply #115 on: May 25, 2014, 10:21:09 PM »

Hi! Just a re-visitation of SniZipGun's excellent names. Italics means the weapon doesn't exist, but if it did, that's what it would be called.

Small
Flak - Ash CIWS
Kinetic - Pumice Light Autocannon
Energy Projectile - Blaze Pulse Gun
Explosive - Crevice Gun

Medium
Medium Flak - Brimstone PD
Medium Energy - Inferno Pulse Laser
Medium Explosive - Breach Gun
Kinetic Storm - Tephra Chaingun

Large
Large Flak - Slag PD Suite
Kinetic (large) - Obisidian Autocannon
Explosive (large) - Fissure Cannon
Energy Projectile (large) - Fusiform Cannon

Bulit In
Artillery Cannon (large) - Balefire/Harbinger/Firestorm-Railgun


Notes:
Flak guns are sorta gas/particle things from volcanoes, basically not soilds.
Energy tends to be mythical fire/energy.
Explosive indicates holes/breaches.
Kinetics are types of rocks.
Logged

Ember

  • Commander
  • ***
  • Posts: 172
    • View Profile
Re: [0.6.2a] Firestorm Federation [0.5.5]
« Reply #116 on: May 25, 2014, 10:45:46 PM »

Hi! Just a re-visitation of SniZipGun's excellent names. Italics means the weapon doesn't exist, but if it did, that's what it would be called.

Small
Flak - Ash CIWS
Kinetic - Pumice Light Autocannon
Energy Projectile - Blaze Pulse Gun
Explosive - Crevice Gun

Medium
Medium Flak - Brimstone PD
Medium Energy - Inferno Pulse Laser
Medium Explosive - Breach Gun
Kinetic Storm - Tephra Chaingun

Large
Large Flak - Slag PD Suite
Kinetic (large) - Obisidian Autocannon
Explosive (large) - Fissure Cannon
Energy Projectile (large) - Fusiform Cannon

Bulit In
Artillery Cannon (large) - Balefire/Harbinger/Firestorm-Railgun


Notes:
Flak guns are sorta gas/particle things from volcanoes, basically not soilds.
Energy tends to be mythical fire/energy.
Explosive indicates holes/breaches.
Kinetics are types of rocks.

I actually like those names, however, the energy weapons are projectiles with some sort of plasma based payload suspended in a magnetic bubble, so its basically a bullet that deals energy and emp damage

also only large weapon i currently have is the rail gun on my artillery ship

http://www.youtube.com/watch?v=olGjcGFs46s currently how the weapons shoot, accuracy and rate of fire may change
« Last Edit: May 25, 2014, 11:37:34 PM by Ember »
Logged

Ishman

  • Captain
  • ****
  • Posts: 269
    • View Profile
Re: [0.6.2a] Firestorm Federation [0.5.5]
« Reply #117 on: June 12, 2014, 08:15:48 PM »

Liking the guns, their looks and coloring mesh perfectly too, hats off to Helmut.
Logged

Vitam Aeternam

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.6.2a] Firestorm Federation [0.5.5]
« Reply #118 on: June 17, 2014, 09:43:46 PM »

Looking forward to the next update of this mod!
Great work on your ship sprites they look great the colour scheme is good and fits with the factions name, liking it a ton, HELMUT did a great job with the weapons for your faction, hope to be able to play them with their own unique weapons soon.
Liking the animated artillery weapon and the names that Foxer360 has made for the weapons, fits with the factions name nicely. Hopefully you can jump the hurdles of coding and scripting up your weapons to be a unique and thoughtful addition to the Starsector universe.

Watched the video as well, they look like an interesting addition to the faction, it is good that you are adding a unique weapon set to your faction it always helps add to the factions feel and their uniqueness from the others, sets them apart from the rest of the crowd, good work!  :)
Logged

Ember

  • Commander
  • ***
  • Posts: 172
    • View Profile
Re: [0.6.2a] Firestorm Federation [0.5.5]
« Reply #119 on: July 03, 2014, 08:50:08 AM »

Looking forward to the next update of this mod!


thanks, would have loved to get the weapons update out but having a couple of issues, one being motivation to work on the mod. i hope to at least get it done soon, if not the latest would be when starsector updates
Logged
Pages: 1 ... 6 7 [8] 9 10 11