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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - RedManta

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1
Modding / Re: [WIP] [0.8.1] TIC - Triton Invasion Coalition
« on: August 29, 2018, 11:57:07 AM »
Yes? No? Maybe so? It'll definitely not be tea time when they pop in the sector that's for sure lol

2
Modding / [WIP] [0.8.1] TIC - Triton Invasion Coalition
« on: August 29, 2018, 11:18:14 AM »



Hello and welcome to the TIC where all your invasive needs can be met.

Wanna invade you mothers basement? TIC has you covered.
Wanna invade your friends personal space? Got you there.
Wanna invade the solar system? You're all set with TIC.

Here's some vague screenshots to show a couple things that are going on right now.





And a few images to show what ships are currently working











Of course some of these are still a WIP themselves but they'll be updated soon enough and hopefully some time soon™ I'll have a working version of it to show everybody.

In case you find some of these recognizable I made the frigate and the two bottom fighters as my first successful sprites with the help of some people from this very forum, looking back on them I wanted to make a mod based around their designs so hopefully I can make it all work. Thanks for stopping by and taking a look at what I've got so far, expect updates in the near future.

3
Modding / Re: [WIP] The Kehtaal Clan
« on: April 05, 2018, 11:40:19 AM »

Presenting the new Jormungandr sprite made by yours truly, now that I've got the basic ships I want in place I'm gonna start replacing the placeholders with new sprites one by one. I know I should've started doing this first but it helps me stay more organised if I do it this way, that way I don't create more than what I need to start off with.

4
Modding / Re: [WIP] The Kehtaal Clan
« on: April 03, 2018, 12:15:03 PM »
If it might help, when I made my mod (starting with no skill), I started with integrating sprite in the game (usable by vanilla factions). Then I learned (and struggled) to create a hull mod. Then a ship system. Finally I create new stellar systems, at first inhabitated. Then I added new markets. Next step is create a new faction.
The way I see it, by doing bit by bit, you are sure to control origin of any error and crash happening.

Surprisingly enough that's the way I've started to lean, to ensure that my ships and variants work in the game they are currently used in the independent fleets and soon to be pirates, persean league, and sindrian diktat

5
Modding / Re: [WIP] The Kehtaal Clan
« on: April 03, 2018, 10:17:30 AM »
Some much teasing! Can we have a little bit more of informations? I guess there will be a new faction?

How are you doing the "video pic" aspect? Is that a filter on Photoshop or something like that?

I'm teasing because not everything is finished yet, the information I have planned will be revealed in due time as everything gets finished.
As for the video pic effect it's a plugin I have for paint net where I insert the screenshot I take, crop it down to a specific view, make a new layer above the screenshot and bring the opacity down to 120 and make a giant yellow rectangle the covers the entire image. With the plugin it allows me to make cool effects and glitches like the one seen in the teasers.

https://forums.getpaint.net/topic/30276-glitch-effect-plugin-polyglitch-v14b/

I am working on making it a new faction but I've been hitting roadblocks here and there that are making progress difficult for me. This is my first mod so I don't know how to do everything but I am learning as I go.

6
Modding / Re: [WIP] The Kehtaal Clan
« on: April 03, 2018, 09:50:04 AM »
We've been engaged
We need support

7
Modding / Re: [WIP] The Kehtaal Clan
« on: April 02, 2018, 10:52:46 AM »
New targets found...
Freighters detected...
Cargo detected...
New constructions imminent...
Brace...

8
Modding / [WIP] The Kehtaal Clan
« on: April 01, 2018, 11:43:20 PM »
THE SPLINTER GROUP THAT HAD ONCE FORMED UNDER THE SAME TRADITIONS NOW STANDS AS IF IT WERE FAMILY.

In the beginning after the gates had shut down this group of individuals stuck together in hopes of survival in this new chaotic age. Like minded as they were they elected their brightest minds to take the helm and forever since they have prospered into an ever expanding group apart from the independent souls that still wander alone. Still refusing to accept allegiance to any specific role in the sector these people have banded together purely for the soul purpose of surviving and thriving in the storms of misfortune relying heavily on salvaging and bounty hunting however still running mercantile fleets from system to system. Now in the modern day and age the clan is a but a small power of its own, albeit a power nonetheless, their voice is heard and respected among most factions.

DISCLAIMER: This is a first mod from me and uses sprites taken from Spiral Arms II database, if you see your sprite in use and wish for it to be taken down, please let me know and I will do it as soon as I can.

No download link currently available

The fleet so far

THE SON HAS COME

Jormungandr
Support Carrier

TARGET INCOMING

Vali
Escort Frigate

THE DOG APPROACHES

Dellingr
Combat Freighter

Nanna
Common Freighter

Eir
Common Tanker

What're they hauling?

Where'd they come front?

9
Modding / Would anyone like to help make a faction?
« on: September 05, 2017, 07:49:32 AM »
Hi, I'm still fairly new to Starsector but I see all these faction mods and think, why not give it a go right? Only problem being, I don't understand coding in any aspect even when I look at the files myself. So I'm gonna stick it out there and ask, is anyone willing to help or at least show me the basics of the coding?

Here's a bit of my previous work.



10
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: August 16, 2017, 05:44:04 AM »
The teal parts of the body are a lot better there!  See if you can also define the orange areas :)

Here we go. I tried making the orange bits look better by adding shades and new details to it.


11
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: August 15, 2017, 06:53:53 PM »
That's a little better, but you want stronger indications of height :)

Last attempt for tonight and I'll be heading off.


12
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: August 15, 2017, 02:44:40 PM »
RedManta:  Those are fun little designs!

Here's some critique, in the form of a rework:



Specific critique:
Spoiler
1.  The first thing I noticed about the sprite was that it was lit from the left; Starsector sprites are generally lit from the top, with just a teeny emphasis forward.
2.  The second thing I noticed about the sprite was that it felt pretty flat.  Adding some height with lighter shades really helped a lot.
3.  The outlines were a little too 8-bit; using shades of color, instead of black, really helped soften edges and make the shading feel better.
4.  Adding specific highlights to a few pixels to bring out the shapes brought out the neat design- I like how it's a Space Turtle.
5.  For a few areas where the edges could feel less pixelated, I used an erasor set to 25% to clean them up, zooming out a lot after each pass.
[close]

So like this?

13
Modding Resources / Re: Spiral Arms II - Free Community Sprite Resources
« on: August 15, 2017, 10:08:54 AM »
Here use the updated version instead it looks better plus a couple others lol

Raptor
Jackal
Frontier Tanker

14
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: August 15, 2017, 09:45:08 AM »
Reworked
Frontier Tanker

I did a bit of work on the small fighters like you said and I hope they look better, I also made a new ship afterwards that's a bit larger.

15
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: August 15, 2017, 06:03:14 AM »
Hi! I'm still very new to the sprite stuff I used Paint.Net to make these but I would like to show my current creations because I feel proud of them and would like some critique for what needs to be improved.

Raptor Interceptor

Jackal Heavy Fighter

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