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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Messages - Arumac

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31
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: August 04, 2013, 03:06:54 PM »
This little thing is my first Phase frigate. From my perspective, it looks pretty cool. And also, it moves pretty cool, going circles around it's target and missing all the time, jumping from phase to phase.
Spoiler
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Spoiler
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Honestly I think it doesn't look like a phase ship until it has the purple core thing exposed somehow. As it stand right now it just looks like another piece of armor. However I think it looks pretty sweet when it's phased.

32
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: August 03, 2013, 07:36:10 PM »
Honestly, I seriously like the tanker. I'd say however that I'd desaturate the pink stripes a bit. But again that's only my opinion, and it's your ship. Play around with it in game and see what you get out of it. If it doesn't draw your eye in a bad way then keep it.

Although I like Xeno's colors  ;)

33
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: August 03, 2013, 04:54:23 PM »
Ive got a couple of other sprites I'd like to show.

Spoiler

The Cadeus attack cruiser. A light and fast cruiser with an assortment of energy weapons and sensor drones. Meant to be a hybrid science vessel/ exploration vessel that's been militarized. I'm not really sure if I like this one, it feels like there's just a lot of in-fill, not a lot of much else.
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The Caiman heavy frigate. Kindof like a floating tank. I absolutely stole the design from Raptor: Call of the Shadows (The very first enemy you see). I originally began just adapting it to look like the unit from Raptor, but then I realized that simply wouldn't work. Again, I'm not sure about the overall composition of this unit.
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34
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: August 01, 2013, 07:17:56 PM »
Uh... sorry HappyFace?

Anyway, finished the sprite for this thing, but I think I'll wait before putting her in game:

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The Lambent
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Beautiful ship as usual. Personally I feel it needs more green pieces, possibly making the bottom part of the yellow green, or parts of it green. I think I see what you were going for with the color choices, it's got an old 70's-80's municipal truck feel to it in my opinion.
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However the yellow doesn't scream "Hey I'm full of highly flammable materials!" quite like a reddish orange.

35
Anyone know anything about on hit effects for missiles?

I do believe it is mentioned in 0.60a patch notes... so.. later :)

Aha, I haven't read the patchnotes in awhile.

36
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: July 29, 2013, 06:42:41 PM »
I've got two small sprites I'm looking to get feedback on.

Spoiler

The Velites superheavy fighter is a light frigate modified to be able to refit at carriers.

It's supposed to be hodge-podged together, and very non-aerodynamic.
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The Vespa hunter-killer frigate. Medium ballistic hardpoint in the front, two small universals behind that. I'm looking for a way to get smoke to bellow out of the two horizontal cylinders in the sides. I have the engine style done, but it still leaves me with an engine flare I don't want. I can't seem to find a way to get just the contrail without the glow.
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37
Anyone know anything about on hit effects for missiles?

38

@Arumac:  You can code a custom System AI that will regulate the System according to your wishes.  See the API documentation for details about how to implement this.


Thanks, I'm not really a coder, but I like to fiddle around with things. I never knew there was any kind of actual API documentation on the web. After you mentioned it I started digging and found http://fractalsoftworks.com/starfarer.api/ which I think is what you're talking about.

Thanks again for pointing me in the right direction.

39
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: July 07, 2013, 05:18:56 PM »
I am not sure which side is the front myself ;)
Buuuuut i tend to the engine idea, meh let's see what it's going to be.


Added some decorative antenna lights to the Forsser-class Cruiser

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The thing that strikes me the most is the moving mechanical parts. I looks like a floating factory. I've been wanting to do something like that for some time now. I can definitely appreciate the effort put into that ship.

40
I have a ship system that basically boosts the systems of the ship for a set amount of time (Shield efficiency, flux dissipation, etc). When I use the ship it works fine, but when I run against it in a simulation it crashes the game. It's currently using the manuvering jets AI. I'm not sure if it has to do with that, or if I can somehow make my own system AI. Anyone have any ideas?

41
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: June 20, 2013, 05:03:55 PM »


My first ever attempt at making a sprite so I suppose it's a bit scrubby. Lil' bit painted lil' bit using some of the game assets. Looking for improvement advice and I need help with actually implementing it in the game too ;)

Cheers

It's really not bad for a first attempt. Just go further with it in all honesty. Add more details. The lines in the top part look like cracks, I'm assuming they're supposed to be metal plate details or something like that. I would honestly add more to those, maybe make the 50% opacity or something like that. I'd then add shadows and highlights around them (To add depth). There's a couple more things I personally would do, but I don't want to say too much like I normally do.

The end on a positive note, the ship looks good for a first try.

42
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: June 19, 2013, 05:01:35 PM »
So... first time I've made a sprite... :P

Not really sure what more to do with it to be honest - general outline is that it's a destroyer class (350 pixels) - wanted to go from a mash up between Tri-T and Heg look and feel, almost as if it's been made from two designs.

Hi,

       First thing I noticed immediately is that the contrast isn't there yet. Depending on the program you're using, you could possibly adjust the levels to make the dark colors darker and lights lighter. However, I'd save that for last, as if you're like me, when you're painting things or fiddling around manually with the graphics you don't darken and lighten things as far as you should.

I like the shape of the ship, it's unique and not one of those "Aww yea it's a giant doom ship" things that people always seem to be making. You can add depth to your ship by shadowing around the outer edges a bit, the softer the shadow, the smoother and more rounded the surface, the sharper the shadow, the sharper the surface.

I like the coloring of the ship, I wouldn't change any of that.

I hope this critique helps, I look forward to seeing what you come up with.

43
I haven't had the chance to try that script out until tonight. It works perfectly, literally perfectly. Thanks for your time Lazy, I honestly appreciate it.

44
Modding / Re: When Sprog get's bored....
« on: May 28, 2013, 06:03:10 PM »
I always hated fighter wings, not enough control. Drones are cooler :D

100% agree

45
Right, a missile with a 0 top speed ought to do it.

It still seems to inherit the speed of the launching ship. I have it sat as a phase_charge missile type because I need to have an AoE effect, I'm not sure if there's a missile type or something like that that doesn't inherit velocity and still enables the proximity fuse effect.

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