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 That would be awesome! I'd love to code this little guy. And I was really looking forward to working with the Spider Queen anims, anyway :razz:.Though it would be another mod, of course. Maybe we should found a new modding team. Name suggestions, anyone? xD 

 ^^, first things first. Snailking.

Edited by MilleniumCount

@lifemare

@MilleniumCount

@Lord_Battal

@Symage

Ok, so once again I've packaged everything into a mod. It works both under Hunger and the Public Preview. Only this time it's quite more interesting. I've written a custom prefab file, a custom stategraph and a custom brain. They are all based on the Beefalo ones, and are still in a fashion only suitable for testing. But they should make testing much easier. There are also a few very useful new console utilities.

First and foremost: I put the mod into the framework/library I wrote for my mods (dubbed "wicker", after Wickerbottom). This alone increases the code size a bit, since wicker is ~4.25k lines of code long. But it does introduce some very powerful features on the code level, for example making it easy to write the animation playing test @lifemare requested (which is in the version I'm uploading).

The old console functions, sk() and killsk(), remain. Additionally, there are the following new ones (all of them affecting the Snail Kings under a radius around the player, just like killsk()):

--// Stops the AI and puts the animation in a permanently idle state.pausesk()--// Reverses the effect of the above.unpausesk()--// Freezes the animation on its current frame and applies the equivalent to pausesk() (but without overriding the current animation)freezesk()--// Unfreezes the animation (while keeping them paused). To completely reverse the effects of freezesk(), call unpausesk(), which also does the unfreezing.unfreezesk()--// Plays all the animations in sequence.playskanims()
The configuration system changed a little bit. The name of the configuration file is now rc.lua. Additionally, all configuration options are commented (prefixed by "--"). There is another file within the guts of the mod code that handles the default configurations, so leaving an option commented out will just make it take its default value (also, the default values are the ones listed in the commented version). To edit a configuration option, first remove the "--" in front of it. The current default rc.lua file is the following (slightly edited as a workaround for the lack of Lua syntax highlighting in the forums):

----/*---- All measures of time are in seconds.----*/--STRINGS.NAMES.SNAILKING = "Snail King"--STRINGS.CHARACTERS.GENERIC.DESCRIBE.SNAILKING = "It's a... thing. A big one."---// Scaling of the Snail King, relative to a Beefalo's size.--SCALE_X = 2--SCALE_Y = SCALE_X--SCALE_Z = SCALE_X---// Time between consecutive animations during testing.--TESTING_ANIM_DELAY = 1---// List of animations to test.--TESTING_ANIM_LIST = {"idle_loop", "shake", "bellow", "mating_taunt1", "mating_taunt2", "graze_loop", "alert_pre", "alert_idle", "atk_pre", "atk", "death", "hair_growth_pre", "hair_growth", "shave"}---// Turn on debugging.--DEBUG = true
The DEBUG options should always be set to true during development. Otherwise, the testing features (such as the console utilities I listed above) will be disabled.

For the time being, the user visible name of the mod is "Snail King". Also, I'm specifying myself in the "author" field of the mod (in modinfo.lua). I don't quite agree with that, but there's no way to fit everyone in the short space the game uses to display the author name. I listed you all in the description field of the mod, but currently this only works because the actual description is short. This is another reason why I think we should settle on a "modding team" name!

Snail_King.zip

Edited by simplex

Ok, so once again I've packaged everything into a mod.[...]

--// Stops the AI and puts the animation in a permanently idle state.pausesk()--// Reverses the effect of the above.unpausesk()--// Freezes the animation on its current frame and applies the equivalent to pausesk() (but without overriding the current animation)freezesk()--// Unfreezes the animation (while keeping them paused). To completely reverse the effects of freezesk(), call unpausesk(), which also does the unfreezing.unfreezesk()--// Plays all the animations in sequence.playskanims()

Outstanding! Can't wait to try this out. (Swamped today)

 

--STRINGS.NAMES.SNAILKING = "Snail King"

--STRINGS.CHARACTERS.GENERIC.DESCRIBE.SNAILKING = "It's a... thing. A big one."

 

The Thing is a cool name for it, sadly already taken.

Priceless bit of code, don't change it! :grin:

 

I listed you all in the description field of the mod, but currently this only works because the actual description is short. This is another reason why I think we should settle on a "modding team" name!

 

Team S[color=rgb(211,211,211);](ymage)[/color]S[color=rgb(211,211,211);](implex)[/color]L[color=rgb(211,211,211);](ordBattal)[/color]LI[color=rgb(211,211,211);](femare)[/color]MI[color=rgb(211,211,211);](llenium)[/color]?  lol

I made a video of the animation testing:

 

Hey. Just popping to say, awesome concept. Gave the test version a quick run. Lou Carcolh doesn't seem to suffer from the bug old Butters had with the black pixels filling in the blank bits. Look forward to seeing the finished version.

Oh yes, our artists here aren't joking! Thanks!
  • Like 1

Oh yes, our artists here aren't joking! Thanks!

Since I was also involved with Butters I would say lifemare earns a big chunk out of this praise! ^^

 

PS. I can't mention people with this new method...arrrrghhhh >: I

Edited by MilleniumCount

Since I was also involved with Butters I would say lifemare earns a big chunk out of this praise! ^^ PS. I can't mention people with this new method...arrrrghhhh >: I

Write either
@[member=lifemare]
or
[member=lifemare]
The first version will just be turned into
@[member=lifemare]

@lifemare

 

doesn't work...PS It doesn't work in the preview...such a trolling....naaaa ^^

 

lifemare

 

Ahhhhh...I was using [mention=...] of course it didn't work ^^

 

thank you simplex

Edited by MilleniumCount

I made a video of the animation testing:

 Oh yes, our artists here aren't joking! Thanks!

 

Oooooh! The shame!!!!

Dying to fix those sprites!!!

 

Since I was also involved with Butters I would say lifemare earns a big chunk out of this praise! ^^

 

PS. I can't mention people with this new method...arrrrghhhh >: I

 

Oooooh! The praise!!!!

Keep it coming!!!

 

 

 

 

lol

First time editing sprites (begginers luck Millenium) ;)

Could be due to working at 300dpis, also i've been very weary of the margins between sprites.

  • Like 1

I made some minor improvements over the mod. Firstly, I am now rotating the snailkings on screen before starting the animation chain to maximize the number of angles seen (though note that many animations will make it face the screen regardless of its actual orientation). Secondly, I found a better way of rescaling it (before, not its entire body was actually clickable, now it is).

Snail_King.zip

  • Like 1

I made some minor improvements over the mod. Firstly, I am now rotating the snailkings on screen before starting the animation chain to maximize the number of angles seen (though note that many animations will make it face the screen regardless of its actual orientation). Secondly, I found a better way of rescaling it (before, not its entire body was actually clickable, now it is).

 

*magic*

Yes yes yes!I'm just trying out the sprites, to see what can be done with them.The monster design will have to conform to them, so there's not much room for creativity there.But that is still completely open for discussion, and hopefully, for other [MENTION=1667]people's[/MENTION] art submissions.

I do have an idea for the boss mechanics, but this is hard because i'm trying to make ideas easily going with any design.

 

1. Leaving a continuous trail of slurtle slime, and can be sparked for explosives, but only if it crosses back over it, giving strategy in the maze of slurtle slime that will go everywhere.

 

2.Much like the spider queen, why not have mini slurtles that will be 1 hit kill, like baby tentacles, but come in more numbers.

 

3.(this one is obvious) Climbing inside its shell, but will be able to attack from the inside, like peeping its head out but still protected.

 

4. Spitting either acid or more slurtle slime. If acid then it will eventually go away, and if it hits slurtle slime it will cause a gap, depending on the decided size of the splatter.

 

thats all i can think of, but i hope you use some!

:grin:

 

 

Speaking of which, you should totally do a poll to choose the best name.

Here are my suggestions:

Carcolh (of course)

Snurtle King

Snurtle Lord / Snurtlord (@the truthseeker)

Snarx (too similar sounding to this guy?)

Snoggoth

Snearl (snail earl)

Snovereign (lol, yeah, sorry, ran out of ideas here)

Gastrotoise! or Slortoise, i just like it

I do have an idea for the boss mechanics, but this is hard because i'm trying to make ideas easily going with any design.

 

1. Leaving a continuous trail of slurtle slime, and can be sparked for explosives, but only if it crosses back over it, giving strategy in the maze of slurtle slime that will go everywhere.

 

2.Much like the spider queen, why not have mini slurtles that will be 1 hit kill, like baby tentacles, but come in more numbers.

 

3.(this one is obvious) Climbing inside its shell, but will be able to attack from the inside, like peeping its head out but still protected.

 

4. Spitting either acid or more slurtle slime. If acid then it will eventually go away, and if it hits slurtle slime it will cause a gap, depending on the decided size of the splatter.

 

thats all i can think of, but i hope you use some!

 

Hi Proffy! Thanks for your suggestions!

1. Slime with different properties is a good idea, i'm not sure about flammable though, it would be pretty anti-climatic if you could blow up the entire Snurtle village by igniting a tiny pile of gunpowder...

2. I'd rather stay away from behaviours that already belong to other mobs as much as possible. In other words, making the Snailking as unique and original as all the other mobs as possible - it's the Klei vision for DS and it should be ours. Also the Snailking alone wouldn't be much of a mod, there's plans for setpiecing it into a Snurtle Village that will attack en masse when provoked, so spawning more Snurtles would be overkill.

3. That would be a great attack. Unfortunately we're working with Beefalo textures as a base instead of a Snurtle's, so that behaviour isn't supported by the game animations. There might be a (very slim) chance of emulating that in some weird way, maybe using the Beefalo charge (when it runs after an attacker), but the retreat into the shell is almost certainly impossible. :(

4. That's definitely in! Either a corrosive acid or a debuffing slime, we'll have to vote on it when that bridge is crossed.

 

Gastrotoise! or Slortoise, i just like it

 

Humm, i dunno, gastro refers to stomach and tortoise... neither of those allude to any part of the current design, though there's still less than 10 name suggestions (poll limit - at least in the old forum), i don't see any reason why it shouldn't go up for a vote. Thanks for the ideas.

@lifemare 

Spitting goo would be nice. But there's no need to actually equip it with something. All it takes is to take any object that could be modded into a goo (basically, any simple one, maybe even a slightly reskinned Wet Goop without the plate) and have the snail king throw it as a projectile.

I know this is kinda old by now, but I decided to make my point with a video.

  • Like 3

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