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      Rhymes with Play - Don't Starve Together (Update 217524)   05/25/2017

      Be sure to join the Klei team on our official Twitch channel, where we will be playing and talking about the recently released Update 217524 for Don't Starve Together! As always, the stream will be going live on Thursday, May 25th at 3:30 PM Pacific (10:30 PM UTC), only on the Rhymes with Play Dev Cast. Where is it?
      On our official Twitch channel here:
      http://www.twitch.tv/kleientertainment
       
      Times:
      10:30 PM UTC (Coordinated Universal Time)
      6:30 PM ET (East)
      5:30 PM CT (Central)
      4:30 PM MT (Mountain)
       
      When is it?
      Thursday, May 25th at 3:30 PM Pacific (10:30 PM UTC). Here's a handy tool to figure out what time that means for you:
      http://www.worldtimebuddy.com Check out the update thread for more details and for discussions!

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  1. Well, on the wiki-forum thingy*, some anonymous contributier said we needed more female characters(The male to female ratio is 10:5). Various people responded, mostly telling them to suggest one. So, because I thought that wasn't a bad idea, I will put a few ideas here, feel free to add more. And yours don't have to be female- I'm simply writing female characters to put more out there. So, Willa "The Animal Whisperer" -Can tame wild creatures -Can't bring herself to kill an innocent being W. A. Banks "The Lady Poet" -Can live on words alone -Can't stand the sight of blood Willhemina "The Princess" -Treasures her crown above all -Can use gold to make things royal Indepth: Willa can befriend animals, by giving them food they like. For monsters and angry beefalo, once she feeds them, they will be neutral until she walks at least two screen lengths away. With non-aggressive animals, they will follow her for a little while. However, she can't kill anything considered an innocent creature. W. A. Banks can write poetry, how this works is: she spawns with a pen, while she is holding it, she can write on papyrus. She writes by examining something, while having both pen and paper. Each poem she writes restores 25 health, hunger, and sanity. This uses up papyrus, and she can only write on one thing once. So, if you examined a evergreen tree to write, she couldn't use an evergreen tree again, however she could use a birchnut tree. Also, she loses 5 sanity whenever something dies. Willhemina spawns with a crown, which is a headpiece that gives her high sanity gain. However, if she isn't wearing the crown, she has a massive sanity drain, unless she is wearing the Thulucite** Crown. The crown has durability, but she can craft it out of 5 gold. She can also craft a Royal Parasol(Keeps her dry) with a pretty parasol and gold, and a Royal Robe(keeps her warm) out of beefalo wool and gold. Personalities: Willa is a tomboy, about 10 years old, and kind of a oppisite Wendy. Wendy thinks nature is boring, Willa wants to spend her life outdoors. Wendy is morbid, Willa is cheery. Also, while Wendy clearly came from a rich family, Willa has a much more lower class background. Her hair is reddish brown, curly and unruly. W. A. Banks finds beauty in everything, if she examined a rock she would have something nice to say about it. W. A. Banks is not in fact her real name, it is a pen name, similar to how Wigfrid is the name of her character, not her real name. She has brown hair, which she wears in two neat buns. Willhemina is very prim and proper, and will often make comments such as 'How distasteful!' or 'Ugh! I don't like the color.'. She has black hair, which she wears in two neat braids coiled around her head. Thank you for reading this long post, feel free to give me comments or suggestions, and post your own ideas too! Oh, and if you can draw, I appreciate any fan arts you can make. *if you don't know what I'm talking about, it's not worth it to explain **I know, I spelled it wrong
  2. Not counting Winona, we already know that she will likely be in the game. The SW character bonus poll is multi-choice, this means you may vote for one, or multiple, your choice. This is just a fun poll, to see who people would want to be added to the game alongside the aforementioned character above. There isn't a lot to say here so... who would you want? Maybe even write a comment below on who you would not want in the game? I don't know what to even write here anymore so I guess I'm ending it here... "The End". "The first 5 characters listed in the poll in order; Wilton, Wortox, Winnie, Wallace, and Waverly"
  3. ALL YOUR CHARACTER TIER LISTS ARE INCORRECT AND STUPID SO I PRESENT TO YOU THE ULTIMATE CHARACTER TIER LIST A+ (overpowered): whatgirthr A (terrific pls dont nerf): my main Z (unplayable rubbish): other characters TIER A+ wathgirthr is a very overpowered character and is better than every chracter whatgirthr needs to be heavily nerfed by klei because wahtgirthr breaks the balance of the game by being super powerful god damn wathgrihtr is so overpowered when i go to servers all the experienced pro veteran elite players choose wrathgithr because writhgathr is so incredibly unbalanced and super powerful and makes the game very easy TIER A tier a is obviously the character i main because that's the only character i know how to play and i feel the irresistible urge to tell everyone that my main character is the best but klei please dont nerf okay thanks anyway my character is top tier because my character can do lots of things because ive played my character for one million hours and i have zero awareness of what other characters do also klei please keep the status quo of my character because its perfect dont make changes okay dont make suggestions about my character thanks TIER Z the worst characters are the characters that i dont play because ive never tried playing them and have zero knowledge about their abilities and i judge these characters without ever analysing their stats or even playing with them for a minute it doesn't matter if the character is powerful or not stat-wise because if i don't play it then the character is rubbish and i will never try playing these characters because i find it too hard to adjust and just prefer sticking to my status quo and i will always prefer the status quo forever also i really find it necessary to have a main to play over and over and over again and never try anything new with the other characters and if you tell me to try something else to spice things up then you are an elitist that just loves to hate on other peoples playstyles TIER Z- pink lemonade luigi now shut your mouths about character tier lists because this is the final and perfect one no more need to argue and jabber on and on okay thanks good buy
  4. requires: notepad++ Don't Starve Mod Tools ** code you need ** Asset("SOUNDPACKAGE", "sound/esctemplate.fev"), Asset("SOUND", "sound/esctemplate.fsb"), ------------------------------------------------------------------------------------------------------------------- RemapSoundEvent( "dontstarve/characters/esctemplate/death_voice", "esctemplate/esctemplate/death_voice" ) RemapSoundEvent( "dontstarve/characters/esctemplate/hurt", "esctemplate/esctemplate/hurt" ) RemapSoundEvent( "dontstarve/characters/esctemplate/talk_LP", "esctemplate/esctemplate/talk_LP" ) ----------------------------------------------------------------------------------------------------------------------------------- inst.soundname = "esctemplate" ----------------------------------------------------------------------------------------------------------------------------------------------
  5. Heyo, been a long time. I come back with another question: Is there an animation software I can use to test the animation of my mod character? I'm having a hard time adjusting the body parts to line up. Eg. the foot connecting to the leg. I have to keep opening the game over and over just to see how my character moves. It's only because of snapshots did I realize a lot of limbs were out of wack. I used .scml but that isn't every helpful because I could line the parts up there but it won't change anything in the game. Plus I took a look at Wilson's .scml and all the parts are way oout of wack but they're just fine ingame. This is soooo confusing and frustrating. But I really want to finish my character. If anyone has some suggestions or might be able to adjust things for me I'd be VERY grateful.
  6. It seems people have a lot of difficulty following the existing guides... which also happen to be somewhat out of date... so with this, I'm aiming to present an up-to-date guide that is easy to follow for artists, who really don't have the first clue about coding, and all that technical nonsense. Custom characters with custom items are definitely what the majority of folks want to create, so hopefully this guide will walk you through it in a manner that anybody can follow, regardless of technical skill. What you'll need An image editor: Photoshop, GIMP... doesn't matter - as long as it has a layer system, and can output PNG files with alpha, it'll work.The sample mods/templates: You can download them here. You probably want to make a character, so be sure to get the character and portrait templates.Tex conversion software: The Windows tool can be found here; a Unix (Mac/Linux) tool can be found here.Build renaming software: You will need to be able to change buildnames - you can use the Build Renamer tool here on Windows, or do it "the hard way" and use a Hex Editor on Mac/Linux. I personally use Hex Fiend.Zip editing software: You need to be able to edit the contents of a zip without decompressing it. (I've found that the files don't work if you decompress, change the files, and recompress.) I believe WinRar can do this, on Windows. On Mac, I use BetterZip.Code editor: Any text editor can be used, but something with Lua syntax highlighting is beneficial. You can use Notepad++ on Windows. On Mac, I use TextWrangler.PatienceFirst things first I'll walk you through the creation of a character, starting with making the art. Take the template sheet into your image editor. (I want to stress that this is not the only way to do it, but it is the way that I personally feel works best.) Once it's loaded in, you should blow the image up to 200% or 400% - this will ensure better quality in the final assets. As the character sheet is fairly large, I find 400% gets a bit data-heavy, so 200% should be enough. Small things like items, we can easily go to 400% with no problems. Now that we've blown the template up to our 'working' resolution, make a layer above the template, and drop the template image's opacity - this will make it easier to focus on your new art. Using the template as your guide, draw everything you need - keeping things in line with the template is the best way for it all to be properly aligned in-game, but you may need to adjust things later, depending how far you deviate from the template. The facial expressions, by my observations, are: A - part of speech animation B - transition in front blink C - default front D - rubbing eyes - also used in blink transition E - side blink F - Alternate side blink G - default side H - transition to side blink I - Eating J - death K - frontal blink L - shocked/scared M - part of speech animation & used when picking food/swapping equip N - startup - laying unconscious Once that's all done, you're going to want to do the portrait, big portrait, and save slot art. Again, follow the template. Now that you have all your textures finished, shrink them back down to the original size - then you need to convert them to the .tex format. A guide explaining how to do this with Matt's TexTools can be found here. On a Unix system, follow the usage guide by Simplex on his tool's download page. Now that we have our .tex files We're ready to start getting things into the game. So, duplicate the Sample Character Mod folder, and let's get to work! You will see several files and folders. Let's start with bigportraits. Inside, we will find wod.tex and wod.xml. Rename the .xml from 'wod' to a unique name for your character. You should limit it to three letters, and avoid starting with a number. Now delete wod.tex, and replace the file with your converted bigportrait .tex - which you must name in the same way as the .xml. Following this, we need to edit the .xml - open it with your text editor, and replace both instances of "wod.tex" with your filename. Now open the 'images' folder, and you will see two more folders. One for the select screen portrait, and one for the save slot portrait. The process for the save slot and select screen portrait is identical to the bigportrait. Rename the files, replace the tex with your new one, and edit the xml. To be on the safe side, I do rename and update the wod_silho files, but I don't believe they are necessary. Replacing the in-game character art is a little trickier, but not that hard. First, rename the wod.zip to your filename. Now open it with your zip program. You will see two files - "atlas-0.tex" and "build.bin" - first, you will need to extract the build.bin file. We need to edit this. Most of you will just need to use the build renamer tool. But for those using a hex editor, like me: Just edit the highlighted section, changing it to the name you've been working with, and save. With that done, we need to put our new files in the .zip. Rename your new character art to atlas-0.tex. Now, using the zip software, replace the files in what used to be wod.zip with your new build.bin and atlas-0.tex, and save the changes. And that's all the art taken care of! So let's get down to the code. Since it won't take long, let's edit modinfo.lua - everything inside is pretty straightforward. Most importantly, make sure your api_version is set to 6. Now, let's move on to modmain.lua - here you will see a bunch of assets and things. All we need to do in here, is change every instance of 'wod' to our working name. Almost there, now! Let's go into scripts/prefabs, and get to work on the last lua file! Rename it, of course, just as we've done with the previous files. The first thing we need to change, is this: -- Don't forget to include your character's custom assets! Asset( "ANIM", "anim/wod.zip" ),}Change wod, again, just as we have done every other time. The next thing we will want to change is this: -- choose which sounds this character will play inst.soundsname = "wolfgang"Replace "wolfgang" with the character whose sound you want to use. Your options are: "wendy""wes""wickerbottom""willow""wilson""wolfgang""woodie""wx78""maxwell"Replace "wolfgang" with the name of your choice shown above. Here comes the trickier stuff: Look for: -- todo: Add an example special power here.end At this point, we need to do some detective work. Open Don't Starve's "data" folder - found in the same directory as the "mods" folder. Then go to scripts/prefabs/ and scroll down to the "w"s. Here we can see the prefab files for the different characters. Let's have a look at Wendy - she deals less damage than other characters, so let's find out how. In the equivalent section of the wendy.lua file, you will see: inst.components.sanity.night_drain_mult = TUNING.WENDY_SANITY_MULT inst.components.sanity.neg_aura_mult = TUNING.WENDY_SANITY_MULT inst.components.combat.damagemultiplier = TUNING.WENDY_DAMAGE_MULTThese are the little things that overwrite the "default" stats. They represent different aspects of different components. These files reference the "tuning" file. What is usually helpful, is to use Wilson as your reference point. So let's take this line: inst.components.combat.damagemultiplier = TUNING.WENDY_DAMAGE_MULTThen change Wendy to Wilson and add it to our character's prefab .lua file, so we have something like this: -- todo: Add an example special power here. inst.components.combat.damagemultiplier = TUNING.WILSON_DAMAGE_MULTend Which means that our character will have the damage multiplier of Wilson. Awful boring, isn't it? So, let's spice it up, and make our character deal twice the damage that Wilson does! We can change the line to: inst.components.combat.damagemultiplier = (TUNING.WILSON_DAMAGE_MULT * 2)Which tells the game to take Wilson's damage multiplier, and multiply it by 2. Alternatively, we can just give it a set value that doesn't refer to the tuning file at all: inst.components.combat.damagemultiplier = 4This multiplies the damage by 4, as opposed to multiplying it by double whatever Wilson's multiplier happens to be. (It's 1, but this is an example.) We can look at other character prefabs, and see how they're doing their stat perks... or we could get a little deeper, and start examining the components. You will find these in data/scripts/components/ - but keep in mind that you're not going to want all of them for your character. Let's see if we can find out how to give our new character a health boost, and open the health.lua component. Right at the top, we can see this: local Health = Class(function(self, inst) self.inst = inst self.maxhealth = 100 self.minhealth = 0 self.currenthealth = self.maxhealth self.invincible = false self.vulnerabletoheatdamage = true self.takingfiredamage = false self.takingfiredamagetime = 0 self.fire_damage_scale = 1 self.nofadeout = false self.penalty = 0 self.absorb = 0"self.maxhealth = 100" looks like what we want! So let's go back to our character prefab, and add to our perks list: inst.components.health.maxhealth = 100But we don't want 100 max health - we want to boost it! So we have two options again. You can change that 100 to whatever number value you want... or you can reference the tuning files. You can find tuning.lua in the data/scripts folder. Inside tuning.lua, we can find: WILSON_HEALTH = wilson_health,Wilson_health having been earlier specified through: local wilson_health = 150So we know Wilson's health value is 150. Now let's update our character's perk. We can use: inst.components.health.maxhealth = (TUNING.WILSON_HEALTH * 2)And this will give us double Wilson's health - which amounts to 300. So, now you can pick and choose which components and values you want to buff or debuff for your character, and add them all to the list, there. Once you've finished, we can move on to the strings: -- First up, the character select screen lines-- note: these are lower-case character nameSTRINGS.CHARACTER_TITLES.wod = "The Template"STRINGS.CHARACTER_NAMES.wod = "Wod"STRINGS.CHARACTER_DESCRIPTIONS.wod = "* An example of how to create a mod character."STRINGS.CHARACTER_QUOTES.wod = "\"I am a blank slate.\""As before, change 'wod' to your file's name, and then edit the information as you would like. It is worth noting that you can add multiple lines to the CHARACTER_DESCRIPTIONS line by adding "\n" (without quotes) - this will cause a line break. I'm quite sure the instruction included above the next few lines speaks for itself: -- You can also add any kind of custom dialogue that you would like. Don't forget to make-- categories that don't exist yet using = {}-- note: these are UPPER-CASE charcacter nameJust change the name as always from WOD to whatever you're using. If you don't want to add any custom quotes, you can just comment out the Evergreen description, like so: --STRINGS.CHARACTERS.WOD.DESCRIBE.EVERGREEN = "A template description of a tree." Change the last remaining instance of wod, here: return MakePlayerCharacter("wod", prefabs, assets, fn) And we've finished our character! Put your mod into the mods folder, and let's take it for a spin. Enable it through the mod menu, and start a new game. At this stage, you'll want to check that all the textures are lining up right, and that you haven't gotten any floating pixels, or anything. But what about items? We want to give our character a custom item! Make ourselves feel all special. This is a bit more involved. First, you'll want to choose the item you're basing it on - equippable items will generally require two anim .zip files: prefab.zip, and swap_prefab.zip. For this demonstration, I will be using a specific example, and base it on the Bunny Hood from my Link mod, to make a custom hat. So, take the .zip from the anim folder, and decompress it. Use the .tex converter software to convert the atlas-0.tex file found within to png - this will give us a template to work against. Just as you did with the character art, create the art for your new item, convert it to tex, and rename it to atlas-0. Rename the build, just as you did before - I should note that anyone using the hex edit method should be sure to replace any extra characters with hex value 00. In my example, I have taken "bunnyhood" and changed it to "cutehat" - but at first, I was left with "cutehatod" and had to replace the extra 'o' and 'd' with hex values of 00. Replace the files in your duplicated-and-renamed base prefab anim .zip with your new stuff, and add the new .zip to the 'anim' folder of your mod. The item also needs an inventory image, so let's make one - it just needs to be a 64x64 image. This also needs an xml, so we must create a matching xml file. The contents of which should look like this: <Atlas><Texture filename="YOUR_PREFAB_HERE.tex" /> <Elements><Element name="YOUR_PREFAB_HERE.tex" u1="0" u2="1" v1="0" v2="1" /></Elements></Atlas> Put your YOUR_PREFAB_HERE.tex and YOUR_PREFAB_HERE.xml into a new folder called "inventoryimages" and place that folder inside your mod's "images" directory. We're almost there, now, so let's copy the contents of your base prefab's .lua file that you found in scripts/prefabs into a new document. The first thing to change is the assets list. You want to have something like so: local assets={ Asset("ANIM", "anim/YOUR_PREFAB_HERE.zip"), Asset("ATLAS", "images/inventoryimages/YOUR_PREFAB_HERE.xml")} Everything else gets a bit more dependent on your item, but things you want to keep an eye out for are, as a few examples... Override Symbols: local function onequip(inst, owner) owner.AnimState:OverrideSymbol("swap_hat", "YOUR_PREFAB_HERE", "swap_hat") Set Build: anim:SetBank("featherhat") anim:SetBuild("YOUR_PREFAB_HERE") anim:PlayAnimation("anim") The final line: return Prefab( "common/inventory/YOUR_PREFAB_HERE", fn, assets) And, of course, the inventory image must be specified like so: inst:AddComponent("inventoryitem") inst.components.inventoryitem.atlasname = "images/inventoryimages/YOUR_PREFAB_HERE.xml" But we've only copied an item verbatim, right now - in the same way we added perks to the character, by looking at components, and looking at other items, we can add custom attributes and effects to our new item. To my hat, I want to add a dapperness component, so I have added to the constructor (the "function fn(Sim)" part): inst:AddComponent("dapperness") inst.components.dapperness.dapperness = (TUNING.DAPPERNESS_MED * 2) You can get more advanced than this, but that's all I want to do with this particular item, so let's save it, and drop it in our mod's scripts/prefabs folder. But we're not done yet! We need to add it to our character! Open the modmain.lua file, and look for the part right at the top: PrefabFiles = { "YOU",} We need to add our item to this list, so we end up with: PrefabFiles = { "YOU", "YOUR_ITEM",} We also mustn't forget to give our item a name and description, which we can do by adding this to the very top, above the prefab list: GLOBAL.STRINGS.NAMES.YOUR_PREFAB_HERE = "NAME"GLOBAL.STRINGS.CHARACTERS.GENERIC.DESCRIBE.YOUR_PREFAB_HERE = "DESCRIPTION" We should now be able to debug spawn it. But we want our character to start with it! So let's add a little bit of code to our character's prefab .lua file. Just above the line "local fn = function(inst)" we need to add a new section, like so: local start_inv ={ "YOUR_ITEM",}local fn = function(inst) So it's now added to our start inventory. (We found out how to do this with some detective work, looking at how other characters add start inventories.) We must also change the last line, so the game knows to check the start inventory: return MakePlayerCharacter("YOU", prefabs, assets, fn)Becomes: return MakePlayerCharacter("YOU", prefabs, assets, fn, start_inv) And finally, we are done! Go make yourself some nice tea to celebrate, and then sit down and enjoy your very own character! These same methods and principles can be applied to just about anything, and by looking at the existing files, and other mods, you can work out how to do more and more complex things. It's all about detective work. Good luck, everyone! Here is a link to the character I created while writing this.
  7. The story and lore of don't starve is possibly my favorite aspect of the game. However, out of all playable characters, only Wilson and Maxwell have an in depth backstory that's been shown. So, I wanted to write a backstory and possibly hear your backstories of characters in the universe. Wigfrid Wigfrid grew up in a cabin in the woods, not too far from a small town. Growing up, her father hunted, mostly for game. Sometimes a younger Wigfrid was taken on these journeys and learned the in and outs of hunting. They trudged through the snow and dirt to find elks, deer, and sometimes even bears. On rare occasion she watched her father stand up against a mighty bear with his spear in hand, trying to intimidate the large beast. This would usually end in the bear toppling to the ground, and a new bear skin rug for the cabin. That was until one day, when her father came up against a bear that did not wait to play the intimidation game. The bear swiped at his face, scarring his eye and lip. Her father stabbed it in its chest, but it didn't seem to leave a dent. The bear took another swipe, and Wigfrid's once powerful, bear killing father, was bit back by nature. Wigfrid still remembers the moment where she stood shocked with fear at the sight. No inclination to fight; just shock. She remembers running through the forest, tears streaming down her face, fear overwhelming her. That moment made her promise to herself and to her deceased father: I won't back down from a fight. I won't have fear. As Wigfrid grew into her late teens, she spent her days training in not only hunting, but fighting. Her goal was to find the bear and avenge her father's death, but for years and years, she never found the beast. As time went on, a life of training and hunting for seemingly nothing weighed down on her, and she went into a more calm life. Discovering a nearby theatre, she applied for auditions as a mighty warrior, capable of fighting any foe. Her battle cries and combat skills got her in on day one. She enjoyed theatre, acting out scenes that she wished would happen in her real life. She fought dragons and monsters and whatever was apart of the play. But it wasn't enough. She remembered her goal: avenge her father. It's been years, she is in her mid-twenties. She's been sitting in this theatre growing an acting career. This wasn't her life. And so, she began the hunt again. And she found that bear. And she fought the bear, and she killed the bear. And the bear took off his head and said "Great job today, Wigfrid. We knocked em dead." The whole play was too real for Wigfrid. She started a downward spiral. Years and years of training in her life lead to a mundane acting career. Slumping down in her dressing room chair, Wigfrid looked at a strong, powerful reflection through a faded, dirty mirror. She needed a test of her strength. She needed to show the world that she isn't just an actor, that she is a warrior. Wigfrid slammed the desk and was about to punch the mirror too, until she heard a crackly voice behind her, coming from the radio. "Say, pal, you got a warrior's spirit huh? Why are you wasting your time in this shabby theatre? Say, if you just follow my instructions, you can show everyone all that training you did." I'm not sure if I will continue to write backstories. I also want to see others try this, and I could only really think of this one for Wigfrid.
  8. If you had any headcanons regarding the characters or the setting of this game, feel free to post them here. To start, here's a few of mine: Wickerbottom's first name is Wanda. Woodlegs' real name is Wally. The Beefalo Trader's name is Wade. Willow sometimes makes large makeshift cigars for herself out of various materials she finds lying around, often leaves and grass. Shipwrecked takes place on the open sea surrounding the island of regular Don't Starve, and it's where a character would end up if they tried sailing off the island. Webber liked and emphasized with spiders even before getting eaten by one.
  9. We need a new RP riiiighhht here! BAZAM. This is going to serve as a resurrection of sorts for another roleplay that bit the dust recently. But, the general concepts were so good, i'm carrying it over to something a LOT more stable and not-likely-to-die. Enrollments are as following: There are no slots remaining, and each other roleplayer may add up to 5 OCs, and, if they so desire, 1 of the original DS characters. Please, no more Shadow Creatures! We already have enough of those as is. A human OC has a much higher chance of getting accepted in. Other types of OCs MAY be accepted in, depending on circumstances and the uniqueness of their abilities/weaknesses/personalities. Allow me to remind people that they should not feel it is neccessary to fill all of the character slots. We don't HAVE to crowd things to ridiculous proportions, you know! Flowchart: @Silentdarkness1 : Wilson Higgsbury: Race: Human Powers: The Beard! The well-known Mr. Higgsbury, still making a life out in the wilderness of Their playground. WX-78: Race: Robot Powers: Gains power through eating machinery and being struck by lightning. A soulless automaton of unknown origin. Rustlung The Wicked: Race: Human? Powers: Darkness, Shadow and Light Little is known about Rustlung, only that he seems to be an assassin of some sort, and targets people who have displeased Them. His weapons are two special war axes. Charlie: Race: ??? Powers: ??? Nothing is clear about Charlie's current form. Never has been. ???: Race: ??? Powers: ??? The Unknown ???: Race: ??? Powers: ??? The Unknown ???: Race: ??? Powers: ??? The Unknown ???: Race: ??? Powers: ??? The Unknown @Lord_Battal : Name: Valsig Race: Shadow Powers: Formmolding Valsig the Shadow thrives on madness, for only in its presence can he use his considerably powerful abilities. While around the sane, he is barely physical, more of a ghost than anything. But while those around him are insane, he becomes physical. Valsig's primary power of shape shifting. He can turn into anything he can conceive, but the more complex and powerful the form, the more energy it takes. If Valsig runs himself dry, he will be unable to keep himself even the slightest bit corporeal, and will basically die. @DwerBomb Lewis Race: Human Age: 14 Powers: Energy control and purification (and sanity) aura. Alma Race: Human/Banshee Age: 15/16 Powers: Can turn into banshee, a screaming ghost that is followed by death. She is also very clever and intuitive. @Hugos10 : Hugos: Race: ??? Powers: Bloodlust - The more things he kills, the stronger hugos becomes Agility - Able to easily sneak through undergrowth and climb trees Likes the dark - Can see in dark Cons: Sugoh - Very annoying sanity creature that follows him around, becomes reality when Hugos is near-insanity Hungry - Hugos is ALWAYS hungry A creature of mystery, having a very unknown origin. Very adventurous and sometimes cynical. @Blewcheese : Name: Entropy Race: Shadow Chaos consummation: His abilities grow stronger the more chaos there is around. Conversely, order weakens him. Shadow form: His only appearance seems to be a man's shadow on the floor. He is tangible, though, one must only align their shadow with his to make physical contact, but this is fairly disorienting for anyone. He can only be touched by things with the intent to contact him, or things he wishes to contact, thus he can phase through walls and trees and things. Light: He's even afraid of flashlights, so he really doesn't like like light. Pretty much at all. Shadow manipulation: speaks for itself. Backstory: he was once a part of Them, be it a large hive mind or many different beings. However, he had something that most of the others didn't. Morals. He didn't feel any joy from inflicting pain on the visitors, thus he was exiled. Now he wanders the islands, helping out when he can. @ : Name: Everett Race: Sentient Shadow Invocation Age: Ageless Gender: Genderless. Backstory: Formerly Everett Falco, it used to be a male being of important power, a notable voice among many. At the peak of his life, he was proclaimed as the salvation and speaking voice of his homeland. Unfortunately, as most of us would well know, most famous figures in history either met grizzly ends or went downhill of their own accord; his strange disappearences to distant places brought suspicion and though-provoking ideas into the crowd. From suspicion comes the idea of betrayal, and from betrayal is where tyranny is born.. (Just a short introduction to the backstory. More revealed later on?) Abilities Hospitality This horrifying creature has one flaw that has bound it whence it mingled with magic that no man shouldn't delve into, or perhaps it is just too overly conscious of its manners; it cannot enter households or other property unless the owner either invites it in or forces it in. Once it is brought onto the area, whether by force of by invitation, it can roam freely on the property in future points of time. Tinkering With Magic Ah yes, magic. Most of us classify this strange permeating essence into many parts; light, dark, earth, among others. But magic isn't a closet that can be sorted by colors or qualities; it is a power that mingles and interacts; there are no such thing as "classifications" in magic. Those powers that people experience with it are merely excitations of a normally calm power, an sudden manipulation of this power like a pebble falling into water, or an otherwise unnatural force. This being can call forth essences of this field that can thus be manipulated to its own uses. Of course, finding essences or other physical forms of magic is hard, as magic isn't forgiving to those that delve in it; it requires the proper knowledge and tools. Fortunately for us, or unfortunately, depending on your view, he has correct divining tools... Mute, but Knowledgeable Technically, this creature isn't mute; it can still create noises or of the like, but these noises are akin to the screech of those that have been damned to Eternity Inc. Hell. Therefore, it prefers to keep itself quiet, using writing or body language to communicate with other beings. The Light Deters Me While this creature can withstand the light and doesn't show other effects that other shadow based creatures suffer, it's divining powers and interaction on the world slowly diminishes as a power of light grows more intense. Appearance: A tall slender figure, this almost ethereal creature has no noticeable clothing, except for a blue shawl-like hood, the end of the cloth curling up into the air, crooked and twisted. It had claw-like fingers and feet, the hands with four protrusions and the feet with three, though it seems to have no attacking purpose; certainly menacing though. The head has two gray, almost seethrough eyes that stare deeply off into the distance; it has teeth that mesh together over each other so perfectly that, with it's jaws closed, the teeth look like a mesh filter. On its back is a small purple satchel, embossed with gold around the border curling designs over each other; this is where all its divining tools are kept and stored. Small, but handy. Personality: Unnerving, mostly due to it's calls and appearance, most people would stay well away and beyond from this creature, and I don't blame them. Of course, not all creatures of darkness are a threat to survival; this one, for example, would be glad to help those requiring its help. Unfortunately for those that need its aid, it is a cautious, albeit kind, monster. Side Notes: The satchel contains at least one of the following, if not more; Divining Rod (Cobalt Rod)Spirit StonesDiffusing Wand (Silver Capped, Oak Rod)Invocation Spectacles (Purple Lens)Bell Jar (Cork Stopper, Stained Glass)HerbsAxe (Stained Purple) Name: Bastion Race: The Living Runes Age: 34 Years Gender: Genderless Backstory: All of us know the practice of pilgrimage, where a mass of a certain religion travels to a place of holy power to fufill their religious needs. Well, these type of creatures take a similar trip, but it is much, much more dangerous; many of these beings go forward to fufill their magic needs to only be smashed, mutilated, destroyed, or condemned along the journey. Many thirst for the power of the Rune Rocke, but, unsurprisingly, many would prefer the tired, sullen life, slowly fading away into runes, then the dangerous journey for power and control. (Again, just another snippet; you'll have to figure it out from interaction.) Abilities Invoking the Runes An extremely fragile being, this being doesn't appear to have much stamina or strength on its own; in fact, it spends most of its time running from creatures, not wanting to squander it's valuable power on something they could just as easily outrun. The true power it has is stored in the cloth that trails from its hood. Those with a trained eye would see the different runes inscribed on the cloth; to most, however, it is blank, a crimson slate. I Have A Mouth But I Cannot Scream If one were lucky enough to take a glance underneath the hood of this being, they would see two eyes of light shining purely and a mouth sewn forcefully together with both thread and staples. Apparently, this creature doesn't have the ability to speak, unless someone removed the bindings of the mouth. Of course, it can still make several sounds, albeit quiet; it's cries sound like the wind stroking the strings of a harp or violin, mingled with the faint sound of a wooden flute. Appearance: It's legs and arm simple slivers of blue, this creature's actual appearance is hidden underneath an intricate robe; the robe is broken into two pieces of cloth; the pale red clothing covering the torso down to the knees and a small hood colored pale blue. The hood has a long, scarf-like cloth moving out from underneath the hood, trailing behind this creature as it walks. The edges of both articles of clothing is bordered with purple. Once you got over the strange disconcerting difference in color, the effect of it was quite pleasant. Side Notes: The powers that is has can only be replenished with either time or invoking runes to help speed up the time required for the magic to return. Depending on where the creature is, different runes can form; Lighte (Forms around or in areas of holy importance or of safety)Voide (Forms around or in areas tainted by evil or in threat of evil powers)Flyte (Forms around or in areas of a high power or in heightened areas)Physik (Forms where knowledge roams freely or where creativity reigns)Healoc (Forms where beings can recover or where there is bloodshed)Etc.
  10. I wasn't sure where to put this thread so I just put it here. If you're not familiar with MMD, basicly it's a free animation program that allows you to create and animate whoever and whatever you like (almost). When I started getting into DS, I was wondering is there was MMD models of the character but could on find two (one with an actual DL). Here's some images I found on Google: And a YouTube dance video I found (there's actually two but I liked this one more) : I didn't create any of these nor do I have the skill to but I would love to get all the other models, other than just Wilson.
  11. So, after all the hard work of drawing the DS characters in my 'art style' I decided to make a thread for them in the hope of getting the artist badge good wishes for Christmas. Here you are, take a look at my precious triangles. Look at them! Wilson Willow Wolfgang Wendy WX-78 Wickerbottom Woodie Wes Maxwell Wigfrid Webber If you are satisfied with my work take a look at the original thread in the OT. †ґḯαηℊʟℯṧ❣ (original thread)
  12. It sure has been a long time, hasn't it? I'd like to get back into doing fanart and the gaming of Don't Starve instead of just roleplaying on tumblr, my muse finally getting back as well as my courage to draw Maxwell again. Since my old art thread is unable to be posted on and is closed I removed all images from it and placed them all into the spoiler below. Any new art will be posted as soon as I create it. Though- don't expect a lot of art from me since I am slow to making it. I take 4 art classes at school and am busy managing clubs there so personal full-colored art is minimal- as for my Original Character (OC) art, that is frequent as I enjoy doodling them in my spare time. Maxwell as well, if I get ideas for drawing him of course! Enjoy the art, or don't! Your choice my friends~ Old Art- Most of this old art is on my devientart account if you'd rather view it there. It being a bit more organized and all. New art will be slowly uploaded.
  13. Hi there, I have few ideas to make DS Together a more fun experience, since there will be more players playing. Philosophy: As with all survival and every work position in the world - specialization is the key to success. The team is stronger, if each player is specialized in something which gives him and the team benefits in the end. Where I aim - it would be great, if players had a set of skills they could explore and get better at. I am not saying it should look like some old RPG stuff, loaded with clutter of useless stuff. Just some basics. Skills: - hunting/fighting skills - crafting skills - cooking skills - harvesting skills Mechanic: - levels of each skills - basic, intermediate, expert - all skills would be increased by a small amount when the character would be doing the thing (either fighting, crafting, cooking meals or cutting trees or rocks down) - after some time (up to developers to decide, but should be long, so it is not easy), a player would become an expert and would have some benefits - benefits could be for example: - 10/20/30 % increased damage and armor for basic, intermediate and expert (hunting/fighting) - 10/20/30 % less resources needed for crafting - 10/20/30 % less resources or time of cooking needed - 10/20/30 % less time to cut down or pick up anything This way players would have another goal and could specify their place in the team of survivors. It is always like that - when few people are surviving, not everyone is making the fire , because they wouldn't last long that way. Also, this could be even more fun to see some combination of characters and roles they would play in the game. For example Woodie would be the best to use and get some harvesting skills. And Wigfried would be best for hunting/fighting. What do you think? Would you like some taint of roles in the survival wilderness? Any feedback appreciated. P.S.: Another idea, which doesn't concern skills - it would be great to have bow and arrow. Even the oldest tribes had bows and arrows. It is just that simple that this weapon is essential in surviving or killing something from a distance.
  14. Adventure's and pictures Some examples of art I do
  15. I haven't been able to figure out where to post this topic because it deals with two things: one being multiplayer (Yess!) and another being role-play (Yesss!) So my question to you is, what do you think of this idea. Multiplayer-role-play-servers in Don't Starve? Would it be to hectic and take away from the story arch? Would everyone be so focused on survival that it would harm the role-play aspect of things? I personally think that role-playing in multiplayer would be amazing for so many reasons. 1] Having the ability to visually perceive each character. Most times in a role-play I forget who is what character. If I can see which role-player is Willow and which is Wilson, than it is easier to act on. I don't need to break the feel and say "Hold on, who are you again?" 2] The exploration aspect. Being able to explore the world as a group is very beneficial to the story arch. If someone sees a cave, or a monster, or whatever, than they can thicken the plot with it. When a story is done solely through text, it can often times get confusing and convoluted. 3] The feeling of unity. When I role-play, I like to feel like everyone is participating and adding to the story. In multiplayer, everyone could have jobs and that alone would add to the story. Wilson could say "Willow, go get fire wood, Wolfgang, go collect food, Wes, go get flint." And everyone would work together as a team to achieve the same goal, to survive. 4] Sharing beard hair. I would just adore being able to make greasy beard sweaters for all my buddies. Webber could make everyone gross silky hats. So, what's your take on this? Would you keep role-playing in the forum, or will you brave the treacherous wilderness and wear a sticky beard sweater?
  16. "you mean a simple billion volt discharge like this will fry any human's main processor? How pathetic!"
  17. Ohey! You found my art thread! Well, I'm sure you know what goes on here- ART of course! Doodles and assorted pieces of digital art I make related to the Game Don't Starve. Granted I'm not bloody brilliant at art but I do the best I can at it and enjoy any smile it either gives or receives. I am very keen on Illustrations and fantasy so that is what inspires my drawings mainly. Portraits are nice too! In any case, glad you came and feel free to have a look around. There's snacks in the kitchen, all the art stuff is in the gallery. I'm open to critiques and comments. In any case, thanks for popping in! Here's a sample of something I made.
  18. I just thought of this and I think it's worth implementing.Not for all worlds, but each player can have one persistent world. When you start a new game, you choose whether to start it in that persistent world, if it's empty, or to make a fresh non-persistent one.So, for example, you create a character in a Persistent World. It collects stuffs, settles a headquarter, and then dies. Then, you create another character in that Persistent World, exactly as it was when you first character died. No decaying of buildings, no rotting of foodpiles (though they'd probably be rotten by the time you found them), no regeneration of nature. On the one hand, it would be harder because some resources would be already exhausted. On the other, it could be easier in that you'd already have some structures built. But, most of all, this would be optional and limited, so I guess it wouldn't hurt.
  19. My first little attempt to create fanart. But i got seriously better so give me a chance and continue scrolling!
  20. Hello everybody!I like to draw and play games and lately I have been playing Don't Starve, a game that really sucked me in.Even talked my Girlfriend to try it and she loved it Also she encouraged me to draw all characters and post it here.So here are Wilson, Willow (her favorite) and WX-78. At the moment I am working on others and will post them as soon as I finish them, really hope you guys enjoy them as much as I enjoyed drawing them.Best of luck to you all! "VOODOO" WX-78 "HIPPIE" WILSON "WINTER" WILLOW "GENTLEMAN" WOLFGANG "IMMORTAL" WESToo bad it's not allowed to attach more than 5 pictures to a single post :)Good news are - Finished all characters except for Maxwell, since I haven't unlocked him yet.Cheers.
  21. So, I have problems editing the characters of the game, I can only edit Wilson! Whre's the files for Wes? Wendy? Wolfgang? Someone can help me?
  22. Hello forum! This is my first post here, and I hope many more will follow. I've been lurking around this lovely forum for a while now, mainly in the Art and Lore section.One thing I've noticed a lot is that people misinterpret characters a lot. In this section I have mainly noticed Wendy portrayed as, perhaps a young girl at the age of maybe, 15-17.I think that based on how Wendy behaves and talks in-game, that she is at least 20, if not a bit older.She isn't childish or playful, she isn't violent or aggressive.I think, personally, what makes Wendy's character is how numb she is emotionally.She's morbid, a bit dull, and talks as if she's given up all hope on everything.I have to go now, but I think for a first post this'll do. What do you guys think?Is Wendy young and playful or is she a bit older and more numb, morbid, a bit disconnected, if you will?Leave your thoughts, friends.
  23. I just have to say how much I love this game('s) music. The main menu, the ingame music, the boss music, the trailer music! That darn trailer song. I start the game just to hear the music and watch the trailers just for it. Thank you Klei!
  24. Hello! It's my first feedback on Klei forums. I'll try to be argumentative and organized. Although there are 7 characters in the game that we can select from, each feel slightly different and have different things to say, it seems clear to me that some are MUCH stronger than the others. From the gameplay perspective it reduces the number of optimal characters and pushes you to play them. Of course, a stubborn person will still pick something he or she prefers, but it makes no sense why they should be punished for that. I will go through all the characters and try to give a suggestion on what should be addressed by Klei Entertainment. Wilson - His beard is one of the abilities that can remain useful throughout the game. He is the only character that will be able to build Meat effigy without exploiting or even dropping down his Sanity Willow - She is immune to fire, her fire-starting tendencies can occasionally cause you trouble, but if you're careful it will never happen. Considering that up to half of incoming Hell Hounds are flaming, her immunity will go a long way in helping you through-out the game. Wendy - I her. By far my favorite character, aesthetically. Her ability (Abigail coming at night) is NOT strong enough, as far as I'm concerned. Not only it can potentially kill you if you happen to be very low on health, but also her aggro logic is frustrating. Wendy is as fragile as anybody else and for the ghost of Abigail to attack anything, this anything must hit Wendy first (Needless to say, it is not very useful during fights with creatures like Spider Queens). Wolfgang - If I had to name one character that is blatantly overpowered, it would be Wolfgang. Realistically, he is the only character that has 3 (!!!) positive abilities. He gets +100HP; +75 Stomach Size; +Additional Hitting Power with any item in hand. He is the only character in the game that can kill a basic creature with 3 hits, instead of 4 with an axe (or any other Craftsman tool). As it stands right now, I believe he should be either nerfed or slightly redesigned, because as it stands today he is the most optimal out of all the characters. Alternative would be to buff other characters across the board, but that may make the game's difficulty a little bit too easy. WX78 - His ability to eat spoiling food without any penalty is a good help to the player, as you need to eat regularly anyway. However, as it stands today, the spoiling mechanics are not yet refined and the different stages of spoil are not that hindering to the player.. If you are going to fine-tune them, he may become dramatically more useful or incrementally less useful. Wickerbottom - In my eyes, the weakest character in the game (after Wes). Her ability allows her to access Tier 1 researches without having the Science Machine. IMO when you are committing to build your base, the Alchemy Engine will be built this way or the other soon enough (I don't even start my base without it), so her ability will become obsolete very very quickly. Literally, she WILL NOT have any ability after she gets Alchemy Engine. If I would translate her ability into resource saved it would be 1 Gold Nugget, 4 Logs, 4 Stones. This is not really helpful at all... Wes - I am not going to discuss him, as I understand his role to provide a lot more challenge to the player. TLDR: Some characters are OP and some others are UP. I suggest to nerf Wolfgang; buff Wendy and Wickerbottom; reconsider WX78 and leave Wes, Willow and Wilson alone. Thanks for reading!