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Quick question, simplex: In terms of coding, is it possible (or viable) to create item prefabs for the SK shell fragments and make them pop out during the death anim (like an unequipped item or mob drop does)?

 

The thing is: for the explosion to be at least a bit realistic, the sprite for the SK body would need to have some free space around it, because a burst shell will inevitably occupy a larger area than an intact one. And of course, there's no room around it - I can make it work as is, but if i could complement that with separate sprites, it would look at lot better and i could just make a simpler uncluttered dead SK and add those around it...

Quick question, simplex: In terms of coding, is it possible (or viable) to create item prefabs for the SK shell fragments and make them pop out during the death anim (like an unequipped item or mob drop does)? The thing is: for the explosion to be at least a bit realistic, the sprite for the SK body would need to have some free space around it, because a burst shell will inevitably occupy a larger area than an intact one. And of course, there's no room around it - I can make it work as is, but if i could complement that with separate sprites, it would look at lot better and i could just make a simpler uncluttered dead SK and add those around it...

Yes, it is possible and viable. The game does have a physics engine, after all. We'd just spawn those fragments, give them an initial velocity and leave the rest to Newton.
  • Like 1

Yes, it is possible and viable. The game does have a physics engine, after all. We'd just spawn those fragments, give them an initial velocity and leave the rest to Newton.

 

The dropped shell fragments would have to be unpickable and disappear with the SK corpse. Is that possible also?

(sorry i have no idea of what in DS is moddable)

I still have to figure out which build to use, but let's say i use the "Rocks" (they're the right size for the bigger fragments), could that work or does it have to be an equippable item build? Would it make your job easier if i use the same build for all the fragments (big or small), or have different builds for different sizes?

The dropped shell fragments would have to be unpickable and disappear with the SK corpse. Is that possible also?(sorry i have no idea of what in DS is moddable)I still have to figure out which build to use, but let's say i use the "Rocks" (they're the right size for the bigger fragments), could that work or does it have to be an equippable item build? Would it make your job easier if i use the same build for all the fragments (big or small), or have different builds for different sizes?

Yes, it is possible.Choose what fits best into the art. I'll take care of the rest.

Here you go, simplex.

 

All Shell frags are based on the "rock" build. 

We don't have to use them all of course. All those frags flying around along with spludges of slime shooting in all directions is probably too much... But i'll leave that to you.

I'm already working on the sprites to which we'll add those frags. I'll try to complete them first so you can work on it.

 

PS: Why can't i upoad RARs as post attachments? :/

Here you go, simplex. All Shell frags are based on the "rock" build. We don't have to use them all of course. All those frags flying around along with spludges of slime shooting in all directions is probably too much... But i'll leave that to you.I'm already working on the sprites to which we'll add those frags. I'll try to complete them first so you can work on it. PS: Why can't i upoad RARs as post attachments? :/

Great! I'll be at limited capacity for a few days (in another town, with access to a very basic PC only, incapable of running DS), but I'll make good use of those as soon as I can. ;]

finally i made suggestions :)

 

also:

 

Second phase:the toxin clouds

 

at the half of his hp some shell parts are broken and he can create toxin clouds that take 40 damage and make you slower

 

Loot:the slime ball

 

the lou carcolh drops a slimeball with that you can craft the shelmet and a new staff

 

craftables:the shelmet and the slime scepter

 

the shelmet is buildable with 20 broken shells, 1 slimeball and 5 slurtle slime

 

the slime scepter is craftabel with 1 walking cane, 1 slimeball and 12 nightmare fuel, it can create a slime turf that makes you faster.it has no durability but need slurtle slime to be useable.the slime turf can't be setted in winter because he would freeze then, and if the slime turf fangs fire he explodes and takes the turf under it with it into the nothingness.

 

that were my suggestions, i hope its codeable

finally i made suggestions :-)

 

also:

 

Second phase:the toxin clouds

 

at the half of his hp some shell parts are broken and he can create toxin clouds that take 40 damage and make you slower

 

Loot:the slime ball

 

the lou carcolh drops a slimeball with that you can craft the shelmet and a new staff

 

craftables:the shelmet and the slime scepter

 

the shelmet is buildable with 20 broken shells, 1 slimeball and 5 slurtle slime

 

the slime scepter is craftabel with 1 walking cane, 1 slimeball and 12 nightmare fuel, it can create a slime turf that makes you faster.it has no durability but need slurtle slime to be useable.the slime turf can't be setted in winter because he would freeze then, and if the slime turf fangs fire he explodes and takes the turf under it with it into the nothingness.

 

that were my suggestions, i hope its codeable

 

Those would be good, the only problem i see is Snailkings will be a very rare sight in the world, so having craftable items dependent on its loot wouldn't work very well. But maybe it can drop the shelmet instead of the slime ball. What powers do you think the shelmet could have?

Those would be good, the only problem i see is Snailkings will be a very rare sight in the world, so having craftable items dependent on its loot wouldn't work very well. But maybe it can drop the shelmet instead of the slime ball. What powers do you think the shelmet could have?

wat the heck?the shelmet already exists in the game, its an armor equipment:http://dont-starve-game.wikia.com/wiki/Shelmet

finally i made suggestions :-) also: Second phase:the toxin clouds at the half of his hp some shell parts are broken and he can create toxin clouds that take 40 damage and make you slower Loot:the slime ball the lou carcolh drops a slimeball with that you can craft the shelmet and a new staff craftables:the shelmet and the slime scepter the shelmet is buildable with 20 broken shells, 1 slimeball and 5 slurtle slime the slime scepter is craftabel with 1 walking cane, 1 slimeball and 12 nightmare fuel, it can create a slime turf that makes you faster.it has no durability but need slurtle slime to be useable.the slime turf can't be setted in winter because he would freeze then, and if the slime turf fangs fire he explodes and takes the turf under it with it into the nothingness. that were my suggestions, i hope its codeable

I like the toxin cloud idea. But I need to check if they could be done, since the game doesn't have anything like that. Maybe the graveyard mists could be adapted.But I don't quite like the idea of him dropping crafting materials. I'm thinking maybe he could drop the snail set (shelmet & snurtle shell armor) directly, plus some unique item.

I like the toxin cloud idea. But I need to check if they could be done, since the game doesn't have anything like that. Maybe the graveyard mists could be adapted.But I don't quite like the idea of him dropping crafting materials. I'm thinking maybe he could drop the snail set (shelmet & snurtle shell armor) directly, plus some unique item.

well, you are the modders ;)

would be better for the up and away mod, for that ive came up with a new idea too

And about your idea for slimy turf, I think that'd be nice as a trail left by the snailking. Though making it explosive would make the snailking too easy to kill, I guess... :/

wat the heck?the shelmet already exists in the game, its an armor equipment:http://dont-starve-game.wikia.com/wiki/Shelmet

 

I know, i was thinking it could be a different Regal shelmet with some special powers (like the spider helmet - make all snails passive towards the player).

Though, simplex, now that i think about it, we do have those shell fragments made, they could be pickable and usable for some purpose.... Though such a minute (8 frags per SK) finite (1 SK per cave) resource would be a little useless for crafting.

The best thing would be what you suggested i think, a shelmet and snail armor drop, i'd add a weapon (Shellelagh?).

And about your idea for slimy turf, I think that'd be nice as a trail left by the snailking. Though making it explosive would make the snailking too easy to kill, I guess... :/

isn't there already a slimy turf in caves? if so and if you are going to implement it, it will save time as there will not be a need to go creating a new prefab

isn't there already a slimy turf in caves? if so and if you are going to implement it, it will save time as there will not be a need to go creating a new prefab

Given that I just go to caves for (minor) testing purposes, there may exist. I don't know.

Slimey Turf does indeed exist.

 

It does? Don't remember seeing one! :distracted: Thanks for the good news!

 

PS: In case you're wondering, simplex why i'm back at the Up and Away with contributions, i'm taking a little break from the SK. I'm starting to see slime when i close my eyes. :razz:

A couple more days should be enough to finish it. Only missing a few secondary sprites and extensive ingame testing. (yeah, slow progress, other stuff to do...)

Edited by lifemare

@simplex:

Started tests on the first 2 states ("hair growth") of the Snailking death.
Sorry, said i'd start with the last one so you could add that shrapnel we talked about, but i've got everything ready for this first part already, so might aswell get that over with.

 

Posted Image

 

Just minor adjustments needed, but i could use your help on a couple of things:

  • [*]Is it possible to slow down the animations? And maybe add a short starting delay so i have time to capture screenshots. It's a clicking rush right now, have to record it on video and then go frame by frame to do it and it's impossible to view the first few steps properly because i can't hide the console log fast enough. [*]As far as i can tell the 3rd and final state ("death") is using the same build instead of a separate one. Or is that caused by having "SNAILKING_BUILD = "snailking_death_build" without "--" in rc.lua? [*]Do you think it's worth it to open a GIT repo for this? 

Here's the latest build in case you need it.
 

Edited by lifemare

@lifemareIt's looking great! There's absolutely no problem with the order inversion.But weren't the usual build the one you should've given me, instead of the death build?I attached the mod with a new configuration options, DEATH_ANIM_SPEED. For now, I disabled the fadeout on death monsters usually have because that's quite hardcoded to happen after 2 seconds, preventing the animation from being slowed down.And by the way, we should start using git for this! I'm completely out of time today, so I'll make a repo for it tomorrow.

Snail_King.zip

  • Like 1

I attached the mod with a new configuration options, DEATH_ANIM_SPEED. For now, I disabled the fadeout on death monsters usually have because that's quite hardcoded to happen after 2 seconds, preventing the animation from being slowed down.

 

And with another wave of the wand there go all my problems!

Lol

Thanks a million, simplex. Was just about to test what should be the last build for this state. That will be very helpful to make sure.

 

But weren't the usual build the one you should've given me, instead of the death build?

 

The usual build is still the same version i gave you a while back. I'm going to come back to it to retouch after i finish the death anims because i'm making changes that will impact it (namely color, for better shell/slime contrast).

Edited by lifemare

Whoops! What did i do?!?

 

Posted Image

The question should be what did I do! I was just working on wicker today. I'm guessing something nasty creeped in. I'll take a look.

@lifemare, could you attach DontStarve2/data/scripts/modutil.lua? It seems you're running a previous version of the game, so having that will greatly help me in tracking this down.

Oh, and also attach log.txt. wicker logs tons of information.

(I know how to "fix it" even without that context, it's the game really that's not being kind; but I'd like to really know the context)

Edited by simplex

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