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Author Topic: Spriters judgement thread [non-sprite art allowed]  (Read 2222128 times)

CrashToDesktop

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Re: Spriters judgement thread [non-sprite art allowed]
« Reply #765 on: December 23, 2012, 03:28:53 PM »

It looks like a giant ship that's supposed to have a super weapon mounted in it.  :o
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Dr. Death[Lexx]

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Re: Spriters judgement thread [non-sprite art allowed]
« Reply #766 on: December 23, 2012, 03:33:55 PM »

@Thule: Haha...glad you do, bud. ;) But admit they are somewhat forgotten which is a good and bad thing at the same time. Thankfully, GIMP does the job fine since it let's me change it so much that it's hardly recognizable anymore, but yeah, the "Core" styled ship i posted isn't so new and original, it's rather old, very old. Plus, It was hard to find and make such a good looking custom sprite so the big ol' eye made my job easier.

And I can already see your experimental destroyer deploying those weapon platforms silentstormpt and me mentioned, awesome work, Thule. Keep it up. ;)
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xenoargh

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Re: Spriters judgement thread [non-sprite art allowed]
« Reply #767 on: December 23, 2012, 04:13:49 PM »

Found time this evening to kick out a few more things for my new project:



I think it's probably about time to code stuff up, see how things work atm :)
« Last Edit: December 23, 2012, 04:16:17 PM by xenoargh »
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maximilianyuen

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Re: Spriters judgement thread [non-sprite art allowed]
« Reply #768 on: December 23, 2012, 09:12:12 PM »

it might be off topic but i just wonder where you guys find spaceship inspiration or reference?

I am starting to collect those graphic when i increasingly knowing i am stuck XD
http://pinterest.com/maximilianyuen/spaceship-graveyard/

if you guys know any other good source other than deviantart please kindly spell it out :)


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TheHappyFace

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Re: Spriters judgement thread [non-sprite art allowed]
« Reply #769 on: December 24, 2012, 01:24:50 AM »

@TheHappyFace: Thanks to you too, I could try to shoot some contrast into it, the somewhat finished sprite that's waiting on my harddrive in the mod folder is already a bit darker then this one...so that might help it a bit. I darkened it on purpose because when testing the ship, Starfarer lights all the ships up, must be the game engine...it's really noticeable. I'll see what I can do to improve it further.
was actually talking about color contrast, so red as opposed to green instead of the contrast tool which increases brightness at some points and decreases it at others.
to be more precise , adding red lights on a green ship might give an interresting look.
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Dr. Death[Lexx]

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Re: Spriters judgement thread [non-sprite art allowed]
« Reply #770 on: December 24, 2012, 01:34:06 AM »

Sounds funky, HappyFace...I'll see what I can do.

@maximilianyuen - There's so much great concept art, blueprints, x-ray scans and other similar stuff to find then just deviantart. I can safely say that your brain can be enough sometimes, as long as you feed it with the right input. :)
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WKOB

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Re: Spriters judgement thread [non-sprite art allowed]
« Reply #771 on: December 24, 2012, 06:50:37 AM »

You reminded me of something, how about making a mobile plataform that can only move once, by using a modified burnengine shipsystem, using it once then it foes into a deploy mode, so now its a defence station that cant move, another option is adding a teleport on it so it can "move" sometimes.

So you can add twice or more the stats and weapons, on it since, it doesnt move, needs to hold its ground vs anything coming at it

PS: the missing space is not the issue since it reads the while line, so as long its on the same line after the : it should read, thanks tho
I had thought of that before SilentStorm, before ship systems, I hadn't considered using a ship systems to enforce a one time movement.

Good thinking, bro.
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silentstormpt

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Re: Spriters judgement thread [non-sprite art allowed]
« Reply #772 on: December 24, 2012, 07:11:13 AM »

Thanks but i also had that thought before shipsystems as well, the way Homeworld 2 defense platforms worked would be perfect for this game, also even if the AI ignored it as in (stuck out of range while circulating around non-stop) you would just end it automatically and the chances you would win flawlessly would be pretty high
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maximilianyuen

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Re: Spriters judgement thread [non-sprite art allowed]
« Reply #773 on: December 24, 2012, 09:53:36 AM »

Sounds funky, HappyFace...I'll see what I can do.

@maximilianyuen - There's so much great concept art, blueprints, x-ray scans and other similar stuff to find then just deviantart. I can safely say that your brain can be enough sometimes, as long as you feed it with the right input. :)

right, took a picture yesterday when biking and there's an inspiration from that already, get to work :)
sometimes you just need something/anything to make a "ding" sound in your head
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Dr. Death[Lexx]

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Re: Spriters judgement thread [non-sprite art allowed]
« Reply #774 on: December 25, 2012, 09:19:48 AM »

right, took a picture yesterday when biking and there's an inspiration from that already, get to work :)
sometimes you just need something/anything to make a "ding" sound in your head
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That's a gorgeous image, maximilian. I hope it sparks something up in your head.
The Atrox-Heavy Viper Drone Carrier underneath it the X1-Viper Drone
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Hope you guys like it.
« Last Edit: December 25, 2012, 09:31:54 AM by Dr. Death[Lexx] »
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ValkyriaL

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Re: Spriters judgement thread [non-sprite art allowed]
« Reply #775 on: December 25, 2012, 10:26:49 AM »

How do you repaint ships AND make it look good?!? i want to learn! because that is amazing.
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silentstormpt

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Re: Spriters judgement thread [non-sprite art allowed]
« Reply #776 on: December 25, 2012, 11:25:27 AM »

I know this is somewhat OT so forgive me this post:

I got the system ready for the defense platform.

ship_systems.csv
Code
Launch Platform,launchdrive,,,,,,,1,,2,10,1,TRUE,,,,,,,TRUE,TRUE,TRUE,graphics/icons/hullsys/burn_drive.png

shipsystem/scripts/LaunchDriveStats.java
Code
package data.shipsystems.scripts;

import com.fs.starfarer.api.combat.MutableShipStatsAPI;
import com.fs.starfarer.api.plugins.ShipSystemStatsScript;

public class LaunchDriveStats implements ShipSystemStatsScript {

public void apply(MutableShipStatsAPI stats, String id, State state, float effectLevel) {
if (state == ShipSystemStatsScript.State.OUT) {
stats.getMaxSpeed().unmodify(id);
stats.getMaxTurnRate().unmodify(id);
stats.getTurnAcceleration().unmodify(id);
stats.getAcceleration().unmodify(id);
  stats.getDeceleration().modifyFlat(id, 10000f);
} else {
stats.getMaxSpeed().modifyFlat(id, 10000f * effectLevel);
stats.getAcceleration().modifyFlat(id, 5000f * effectLevel);
            stats.getMaxTurnRate().unmodify(id);
            stats.getTurnAcceleration().unmodify(id);
            stats.getDeceleration().unmodify(id);
//stats.getAcceleration().modifyPercent(id, 200f * effectLevel);
}
}
public void unapply(MutableShipStatsAPI stats, String id) {
stats.getMaxSpeed().unmodify(id);
stats.getMaxTurnRate().unmodify(id);
stats.getTurnAcceleration().unmodify(id);
stats.getAcceleration().unmodify(id);
stats.getDeceleration().unmodify(id);
}

public StatusData getStatusData(int index, State state, float effectLevel) {
if (index == 0) {
return new StatusData("Launching defense platform... engines at maximum power.", false);
}
return null;
}
}

shipsystems/launchdrive.system
Code
{
"id":"launchdrive",
"type":"ENGINE_MOD",
"aiType":"BURN_DRIVE",

"statsScript":"data.shipsystems.scripts.LaunchDriveStats",

#"engineGlowColor":[255,175,125,255],
#"engineGlowContrailColor":[100,165,255,25],
"engineGlowLengthMult":2f,
"engineGlowWidthMult":3f,
"engineGlowGlowMult":2f,

"flameoutOnImpactChance":0.01,

"clampTurnRateAfter":true,
"clampMaxSpeedAfter":true,
"alwaysAccelerate":true,

"useSound":"system_burn_drive_activate",
"loopSound":"system_burn_drive_loop",
"deactivateSound":"system_burn_drive_deactivate",
"outOfUsesSound":"engine_disabled",

"aiHints":{
"averageSpeedIncrease":10000,
}
}

Note 2 things:
1º The ship needs to have an maxspeed of 5 to reach 500 when the system activates
2º it needs engines effects to be reaaaally low, since once the system activates the effect will increase the engine trails and effects by:
"engineGlowLengthMult": 2 times
"engineGlowWidthMult":3 times
"engineGlowGlowMult":2 times
« Last Edit: December 25, 2012, 02:17:20 PM by silentstormpt »
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maximilianyuen

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Re: Spriters judgement thread [non-sprite art allowed]
« Reply #777 on: December 25, 2012, 12:07:35 PM »

right, took a picture yesterday when biking and there's an inspiration from that already, get to work :)
sometimes you just need something/anything to make a "ding" sound in your head
Spoiler
[close]

That's a gorgeous image, maximilian. I hope it sparks something up in your head.
The Atrox-Heavy Viper Drone Carrier underneath it the X1-Viper Drone
Spoiler
[close]
Spoiler
[close]
Hope you guys like it.

thanks a lot :)
i like the overall feeling your ships give, that bio-mechanic feeling is very expressive, even i am totally not into alien/curvy stuff :)
would love to know how you done the color/pixel painting part if it is easy to follow :P


here's my WIP assault carrier that took 3 xmas full days...the inspiration does work its way into the ship somehow i think
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maximilianyuen

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Re: Spriters judgement thread [non-sprite art allowed]
« Reply #778 on: December 25, 2012, 12:10:07 PM »

I know this is somewhat OT so forgive me this post:

I got the system ready for the defense platform.

ship_systems.csv
Code
Launch Platform,launchdrive,,,,,,,1,,2,10,1,,,,,,,TRUE,TRUE,TRUE,TRUE,graphics/icons/hullsys/burn_drive.png

shipsystem/scripts/LaunchDriveStats.java
Code
package data.shipsystems.scripts;

import com.fs.starfarer.api.combat.MutableShipStatsAPI;
import com.fs.starfarer.api.plugins.ShipSystemStatsScript;

public class LaunchDriveStats implements ShipSystemStatsScript {

public void apply(MutableShipStatsAPI stats, String id, State state, float effectLevel) {
if (state == ShipSystemStatsScript.State.OUT) {
stats.getMaxSpeed().unmodify(id); // to slow down ship to its regular top speed while powering drive down
} else {
stats.getMaxSpeed().modifyFlat(id, 10000f * effectLevel);
stats.getAcceleration().modifyFlat(id, 10000f * effectLevel);
//stats.getAcceleration().modifyPercent(id, 200f * effectLevel);
}
}
public void unapply(MutableShipStatsAPI stats, String id) {
stats.getMaxSpeed().unmodify(id);
stats.getMaxTurnRate().unmodify(id);
stats.getTurnAcceleration().unmodify(id);
stats.getAcceleration().unmodify(id);
stats.getDeceleration().unmodify(id);
}

public StatusData getStatusData(int index, State state, float effectLevel) {
if (index == 0) {
return new StatusData("Launching defense platform... engines at maximum power.", false);
}
return null;
}
}

shipsystems/launchdrive.system
Code
{
"id":"launchdrive",
"type":"ENGINE_MOD",
"aiType":"BURN_DRIVE",

"statsScript":"data.shipsystems.scripts.LaunchDriveStats",

#"engineGlowColor":[255,175,125,255],
#"engineGlowContrailColor":[100,165,255,25],
"engineGlowLengthMult":25,
"engineGlowWidthMult":30,
"engineGlowGlowMult":20,

"flameoutOnImpactChance":0.01,

"clampTurnRateAfter":true,
"clampMaxSpeedAfter":true,
"alwaysAccelerate":true,

"useSound":"system_burn_drive_activate",
"loopSound":"system_burn_drive_loop",
"deactivateSound":"system_burn_drive_deactivate",
"outOfUsesSound":"engine_disabled",

"aiHints":{
"averageSpeedIncrease":10000,
}
}

Note 2 things:
1º The ship needs to have an maxspeed of 5 to reach 500 when the system activates
2º it needs engines effects to be reaaaally low, since once the system activates the effect will increase the engine trails and effects by:
"engineGlowLengthMult": 25 times
"engineGlowWidthMult":30 times
"engineGlowGlowMult":20 times

kinda hard to imagine, would be nice if there's a video come with it :P
suggest using ezvideo for a simple screen recording, simple and free to use :)
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Thule

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Re: Spriters judgement thread [non-sprite art allowed]
« Reply #779 on: December 25, 2012, 12:53:42 PM »

Experimental Phase Capital
eEMP-Emitter

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I would appreciate C+C
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