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Author Topic: Spriters judgement thread [non-sprite art allowed]  (Read 2210852 times)

Dr. Death[Lexx]

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Re: Spriters judgement thread [non-sprite art allowed]
« Reply #780 on: December 25, 2012, 12:56:48 PM »

Well...thule..I am speechless....amazing.  ;D No criticism...just jawdropz.
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K-64

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Re: Spriters judgement thread [non-sprite art allowed]
« Reply #781 on: December 25, 2012, 01:01:02 PM »

For the phase coil thingies, I'd possibly make it a bit more blurred, right now it looks a bit weird to me, just seems a bit too in-your-face for me. Although that's personal opinion
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silentstormpt

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Re: Spriters judgement thread [non-sprite art allowed]
« Reply #782 on: December 25, 2012, 02:11:47 PM »

Spoiler
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
[close]

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 :)

http://www.youtube.com/watch?v=_LbHShOc2Xg
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ValkyriaL

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Re: Spriters judgement thread [non-sprite art allowed]
« Reply #783 on: December 25, 2012, 02:35:17 PM »

I found something similar to that phase capital ship. maybe you got its current shape from this? ;D
Spoiler
[close]
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Dr. Death[Lexx]

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Re: Spriters judgement thread [non-sprite art allowed]
« Reply #784 on: December 25, 2012, 02:45:56 PM »

@stormpt - totally fell off my chair when I saw the platform boosting onto the battlefield. Looks good though.
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Thule

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Re: Spriters judgement thread [non-sprite art allowed]
« Reply #785 on: December 25, 2012, 03:54:42 PM »

I found something similar to that phase capital ship. maybe you got its current shape from this? ;D
Spoiler
[close]

The shape is similar, my original inspiration came from this

@K64
thank you for the feedback, much appreciated.
i checked again ingame if there would be a harsh diference between my phase coils and the vanilla ones.
In my opinion it's almost the same. I think i let it the way it is.
« Last Edit: December 25, 2012, 03:56:54 PM by Thule »
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silentstormpt

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Re: Spriters judgement thread [non-sprite art allowed]
« Reply #786 on: December 25, 2012, 04:21:47 PM »

@stormpt - totally fell off my chair when I saw the platform boosting onto the battlefield. Looks good though.

Variant Edit map makes you spawn too close to the enemy ships so, boosting there just to ram someone 2 seconds after is "normal", the platform was made quickly since i only wanted to get something i could show to u guys
« Last Edit: December 25, 2012, 07:56:38 PM by silentstormpt »
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CrashToDesktop

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Re: Spriters judgement thread [non-sprite art allowed]
« Reply #787 on: December 25, 2012, 07:22:12 PM »



My sad attempt at making an 18th century 5th-rate frigate.  I've yet to round off the edges for the hull, but I need some advice on other aspects.
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maximilianyuen

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Re: Spriters judgement thread [non-sprite art allowed]
« Reply #788 on: December 25, 2012, 09:41:41 PM »

Experimental Phase Capital
eEMP-Emitter

Spoiler
[close]

Spoiler
[close]

I would appreciate C+C

not so relevant as a sprite but what i have in mind :)

the shape looks like it's shooting a powerful beam towards the rear of the ship, not omni direction

the coils in the middle part looks like it's well hidden inside the outter hull, kinda strange seeing the EMP fired through the hull not seeing it's above the hull

 
too bad the gif didn't show the whole process how you make it...especially the start
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Dr. Death[Lexx]

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Re: Spriters judgement thread [non-sprite art allowed]
« Reply #789 on: December 26, 2012, 02:23:38 AM »

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

This looks promising, keep it going, I wanna see how he looks once you're done. :) Good stuff.
And the process is just being tidy, being patient and being as precise as possible when pixeling...I just take care and my time that every pixel is in it's place and that there isn't much missing. Coloring and shading, here I guess it comes down to what colors fit with what part, a play between contrast, vibrance, light and dark...I know I probably can't get anymore generic with that but it's just patience, fixing errors, redoing things over and over again until they look good.
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xenoargh

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Re: Spriters judgement thread [non-sprite art allowed]
« Reply #790 on: December 26, 2012, 05:41:14 AM »

@maximilianyuen:  Great design, love the bridge references :)  You might want to play with the white / gray shader a bit, reduce the noise; I have a feeling some of the details are going to get pretty mushy when rendered and will need a lot of pixel work to clean up and stand out :)
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maximilianyuen

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Re: Spriters judgement thread [non-sprite art allowed]
« Reply #791 on: December 26, 2012, 05:53:46 AM »

Spoiler
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
[close]

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 :)

http://www.youtube.com/watch?v=_LbHShOc2Xg

thanks. looks really cool, but will it work in actual game play? i mean when deploy most likely it will burn before you can take control, and no way to know where it's heading or stop.

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silentstormpt

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Re: Spriters judgement thread [non-sprite art allowed]
« Reply #792 on: December 26, 2012, 07:01:58 AM »



thanks. looks really cool, but will it work in actual game play? i mean when deploy most likely it will burn before you can take control, and no way to know where it's heading or stop.



You can set it as Toggle so you can turn off, you also can turn, all depends on the NPC but since it usually uses the first chance it has to rush in, it should be fine
« Last Edit: December 26, 2012, 10:19:50 AM by silentstormpt »
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TheHappyFace

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Re: Spriters judgement thread [non-sprite art allowed]
« Reply #793 on: December 26, 2012, 10:12:22 AM »



My sad attempt at making an 18th century 5th-rate frigate.  I've yet to round off the edges for the hull, but I need some advice on other aspects.
I actually made something similar in the cealus mod for the farmers.
you might check that out.
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Sproginator

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Re: Spriters judgement thread [non-sprite art allowed]
« Reply #794 on: December 26, 2012, 02:50:16 PM »

Experimental Phase Capital
eEMP-Emitter

Spoiler
[close]

Spoiler
[close]

I would appreciate C+C

....Wow, you have made what I have wanted to have for 2 months now, please release this???
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