Yes, i would like to make a small program that outputs what i want, then i can just paste the results on the neccesary txt. I have a C base, so at least the basic are there. The ligther the thing, the better; i just need a few text input boxes, check boxes and a couple of button that will randomize/generate.
I can only offer little help, but it seems your filter(?) is only affecting the "background" layer and doing nothing on the "object" layer, thats the layer where the rocks, trees and the like are.
Hello, the game shows promise even as barebones as it is. I want to give you one advice, you need to remade that webpage to something more attractive.
And you can easily get a ton more of enemy ships here on OGA.
1, Actually, the result is the same, but with "bonus=" you get some flavour text, see pic below
2, yes again, see pic. Damage mirror is also possible:
"return_damage | Deals a percentage of the damage taken back to the attacker", hp and mp steal is also possible.
3, Unless declared differently all damage is physical, so "abs=" works for it, i dunno if there is an all elements resistance, i do them 1 by 1. "resist_percent" is more useful as it lets you declare a % instead on an integral value.
4, i want to know that as well.
5, i dont understand your question, but you can cap how much item fall of 1 kind:
# normal clothes
loot=10,100,5,10 (so item=Shirts falls with 100% chance in quantities between 5 and 10)
This is declared in /loot folder
6, sorry, no idea, but i think it only affects the declared power, need confirmation on that one.
7, different to the ones at the end of the page(hp, hp_regen...)? i want to know that as well.
Item code from pic:[item]
id=21
name=Leather belt
flavor=keeps your pants on.
INCLUDE items/base/belt.txt
abs=1,2
bonus=dmg_melee_min,100
bonus=dmg_melee_max,200
bonus=absorb_min,2
bonus=return_damage,100
price=100
level=1
Im re-reading your first post, the main issue with what you want to do, is that you will have to render again each and every piece of equipment the game has for both male and female models; i also pondered the very same thing some time ago, but the effort/result is just not worth it. I decided its was better to create new monsters and equipment.
That said, once you have the new animations and the setup ready its just a matter of swapping body parts, rendering them and putting together the new spritesheets.
Im not that familiar with this, but what i managed to get:
render_size=128,128; render_offset=64,96 <-- Size of "square" to be shown and "feet" point of it.
But if what you want to do is declare what pieces to use from the very start instead of exchanging them, the only i found is in "mods\fantasycore\engine\hero_layers.txt", and that only changes the rendering order, i guess you can make a hack and overwrite "default_chest, default..." i dont know if they are hardcoded or not to always use the defaults.
But maybe what you want is easier than that, and you just want to know how to make new models from zero; do you have access to the .blend files in github? if not, click my name and download the wolfs, in there you can see an example of how to create things for Flare.
Flare accepts spritesheets in two versions, compressed, which are a hell to human eyes but saves on RAM and uncompressed, which im using, they weigth more but are human readable, these spritesheets are the result of a script thats is included into my wolfs file.
My workflow for creating is like these:
-Import model into a .blend thats has the Flare rendering setup in place (can be done by a tutorial, but is a waste of time doing it each time), incidentally i always use my wolfs as base .blend, it also helps getting the rigth size of models.
-Animate and properly mark in the frames area the start(always 1) and ending of your animations (or it will render into the spritesheet something incorrect)
- Go the screen that contains the script(i keep it downsized) click text>run, that will create a buch of images you need to put together later into a proper spritesheet.
You mean to create new pieces? the avatar is made of separate pieces that the engine puts together. After making a new one you have to declare it on the animation folder.Here is a small sample:
After poking a lot at the game core i think that given the weigth and age it has it delivers quite well; music and the likes can be easily changed and is a matter of personal taste.
Do you need that level of detail? wont it suffice with a standart head in which different faces are textured by photo? With a few base heads and that method you can meade a lot of variations. It depends on what your end goal is.
Also have a look at "Makehuman" maybe that suits you.
Hi NeverEnds!, I have to move from my ass already and share my new assests, i hope they are useful for you and more people, its not really FOSS if i dont release them, rigth?. I would really like to get my hands on a script like that, its been 10 years since i coded something so im beyond rusty on that aspect. If you finish that script please give me a shout, im just adding basic items for the time being.
Its actually scary how much work the entire thing is, but its not like i have a deadline or anything of the shorts, going slow is fine. As someone told me in another forum: You must try hard to get something playable that you like to play. Making games( for fun ) without the motivation to play this game is always bad. Best thing to keep you motivated is to play your own game and have fun doing it.
Yes, i would like to make a small program that outputs what i want, then i can just paste the results on the neccesary txt. I have a C base, so at least the basic are there. The ligther the thing, the better; i just need a few text input boxes, check boxes and a couple of button that will randomize/generate.
I can only offer little help, but it seems your filter(?) is only affecting the "background" layer and doing nothing on the "object" layer, thats the layer where the rocks, trees and the like are.
Hello, the game shows promise even as barebones as it is. I want to give you one advice, you need to remade that webpage to something more attractive.
And you can easily get a ton more of enemy ships here on OGA.
I hope you keep working on it and improving.
Ill try to help:
1, Actually, the result is the same, but with "bonus=" you get some flavour text, see pic below
2, yes again, see pic. Damage mirror is also possible:
"return_damage | Deals a percentage of the damage taken back to the attacker", hp and mp steal is also possible.
3, Unless declared differently all damage is physical, so "abs=" works for it, i dunno if there is an all elements resistance, i do them 1 by 1. "resist_percent" is more useful as it lets you declare a % instead on an integral value.
4, i want to know that as well.
5, i dont understand your question, but you can cap how much item fall of 1 kind:
# normal clothes
loot=10,100,5,10 (so item=Shirts falls with 100% chance in quantities between 5 and 10)
This is declared in /loot folder
6, sorry, no idea, but i think it only affects the declared power, need confirmation on that one.
7, different to the ones at the end of the page(hp, hp_regen...)? i want to know that as well.
Item code from pic:[item]
id=21
name=Leather belt
flavor=keeps your pants on.
INCLUDE items/base/belt.txt
abs=1,2
bonus=dmg_melee_min,100
bonus=dmg_melee_max,200
bonus=absorb_min,2
bonus=return_damage,100
price=100
level=1
Im re-reading your first post, the main issue with what you want to do, is that you will have to render again each and every piece of equipment the game has for both male and female models; i also pondered the very same thing some time ago, but the effort/result is just not worth it. I decided its was better to create new monsters and equipment.
That said, once you have the new animations and the setup ready its just a matter of swapping body parts, rendering them and putting together the new spritesheets.
Im not that familiar with this, but what i managed to get:
render_size=128,128; render_offset=64,96 <-- Size of "square" to be shown and "feet" point of it.
But if what you want to do is declare what pieces to use from the very start instead of exchanging them, the only i found is in "mods\fantasycore\engine\hero_layers.txt", and that only changes the rendering order, i guess you can make a hack and overwrite "default_chest, default..." i dont know if they are hardcoded or not to always use the defaults.
But maybe what you want is easier than that, and you just want to know how to make new models from zero; do you have access to the .blend files in github? if not, click my name and download the wolfs, in there you can see an example of how to create things for Flare.
Flare accepts spritesheets in two versions, compressed, which are a hell to human eyes but saves on RAM and uncompressed, which im using, they weigth more but are human readable, these spritesheets are the result of a script thats is included into my wolfs file.
My workflow for creating is like these:
-Import model into a .blend thats has the Flare rendering setup in place (can be done by a tutorial, but is a waste of time doing it each time), incidentally i always use my wolfs as base .blend, it also helps getting the rigth size of models.
-Animate and properly mark in the frames area the start(always 1) and ending of your animations (or it will render into the spritesheet something incorrect)
- Go the screen that contains the script(i keep it downsized) click text>run, that will create a buch of images you need to put together later into a proper spritesheet.
You mean to create new pieces? the avatar is made of separate pieces that the engine puts together. After making a new one you have to declare it on the animation folder.Here is a small sample:
txt goes here>mods\HERESY(your mod)\animations\avatar\male
image=images/avatar/male/Leather_chestguard.png
render_size=128,128
render_offset=64,96
[stance]
position=0
frames=4
duration=800ms
type=back_forth
[run]
position=4
frames=8
duration=533ms
type=looped
[swing]
position=12
frames=4
duration=400ms
type=play_once
[cast]
position=24
frames=4
duration=400ms
type=play_once
[shoot]
position=28
frames=4
duration=400ms
type=play_once
[block]
position=16
frames=2
duration=66ms
type=play_once
[hit]
position=18
frames=2
duration=133ms
type=play_once
[die]
position=18
frames=6
duration=800ms
type=play_once
[critdie]
position=18
frames=6
duration=800ms
type=play_once
After poking a lot at the game core i think that given the weigth and age it has it delivers quite well; music and the likes can be easily changed and is a matter of personal taste.
Do you need that level of detail? wont it suffice with a standart head in which different faces are textured by photo? With a few base heads and that method you can meade a lot of variations. It depends on what your end goal is.
Also have a look at "Makehuman" maybe that suits you.
Hi NeverEnds!, I have to move from my ass already and share my new assests, i hope they are useful for you and more people, its not really FOSS if i dont release them, rigth?. I would really like to get my hands on a script like that, its been 10 years since i coded something so im beyond rusty on that aspect. If you finish that script please give me a shout, im just adding basic items for the time being.
Its actually scary how much work the entire thing is, but its not like i have a deadline or anything of the shorts, going slow is fine. As someone told me in another forum: You must try hard to get something playable that you like to play. Making games( for fun ) without the motivation to play this game is always bad. Best thing to keep you motivated is to play your own game and have fun doing it.
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