simplex Posted November 24, 2013 Share Posted November 24, 2013 I could try a few sketches later, but first I'd like to know, what materials you're imagining being used in the recipe? I'm not sure. Gears and gold, certainly, and maybe nightmare fuel (?). Link to comment Share on other sites More sharing options...
Craig_Perry Posted November 24, 2013 Share Posted November 24, 2013 I'm not sure. Gears and gold, certainly, and maybe nightmare fuel (?).maybe, a bad brew can be the work of nightmares. Link to comment Share on other sites More sharing options...
simplex Posted November 24, 2013 Share Posted November 24, 2013 maybe, a bad brew can be the work of nightmares. ;P I thought of nightmare fuel because of the shopkeeper lore, since the recipe is given to the player by him. Link to comment Share on other sites More sharing options...
simplex Posted November 24, 2013 Share Posted November 24, 2013 (edited) I could try a few sketches later, but first I'd like to know, what materials you're imagining being used in the recipe? Actually... I'm thinking we could drop the blueprint/recipe idea altogether, and make it a (unique) gift from the shopkeeper (since it's portable and, at least the way it's coded now, indestructible). Edited November 24, 2013 by simplex Link to comment Share on other sites More sharing options...
ArcticFox789 Posted November 24, 2013 Share Posted November 24, 2013 Actually... I'm thinking we could drop the blueprint/recipe idea altogether, and make it a (unique) gift from the shopkeeper (since it's portable and, at least the way it's coded now, indestructible). Alright. Sounds cool to me. Any particular way it should look? Just like a Kettle, or a slightly 'cloudy' feel, or what? Any specific things to incorporate, like Cloud Cotton, or Gold [etc]? I dunno where to begin really. Also, does anyone know where the list of incomplete art assets was? I can't find it anywhere Link to comment Share on other sites More sharing options...
MilleniumCount Posted November 24, 2013 Share Posted November 24, 2013 (edited) And, to the U&A team: kettles are now undeployable.This sounded for me like they are not deployable, but now I think it meant you can re-pick them up. Screw foreign languages...we should all speak esperanto and that's it...^^ Also, does anyone know where the list of incomplete art assets was? I can't find it anywhereHaven't seen it...oO...would be of help though... Edited November 24, 2013 by MilleniumCount Link to comment Share on other sites More sharing options...
debugman18 Posted November 24, 2013 Author Share Posted November 24, 2013 This sounded for me like they are not deployable, but now I think it meant you can re-pick them up. Screw foreign languages...we should all speak esperanto and that's it...^^ Haven't seen it...oO...would be of help though...Undeployable normally would mean that. In this case, yes, it means it's movable. Link to comment Share on other sites More sharing options...
simplex Posted November 24, 2013 Share Posted November 24, 2013 (edited) Undeployable normally would mean that. In this case, yes, it means it's movable. I meant (undeploy)able, not un(deployable)! Crap, I named a component after that. Edited November 24, 2013 by simplex Link to comment Share on other sites More sharing options...
simplex Posted November 24, 2013 Share Posted November 24, 2013 (edited) There This sounded for me like they are not deployable, but now I think it meant you can re-pick them up. Screw foreign languages...we should all speak esperanto and that's it...^^ Undeployable normally would mean that. In this case, yes, it means it's movable. There, I replaced "undeploy" with "withdraw" everywhere, including component names, method names, event names, action names, strings... EDIT: @debugman18 Why did you remove the png versions of the bg assets? :/ Edited November 24, 2013 by simplex Link to comment Share on other sites More sharing options...
ArcticFox789 Posted November 24, 2013 Share Posted November 24, 2013 (edited) ThereThere, I replaced "undeploy" with "withdraw" everywhere, including component names, method names, event names, action names, strings... I'm sure it was extremely entertaining. EDIT - debugman18, was it you that posted the list of things that need art assets? (It may have been a 'in need of strings' thing, not art, but all the same, it serves as a list of what we have in the mod). Because I can't seem to find it anywhere. I seem to be in a sketching mood. Edited November 24, 2013 by ArcticFox789 Link to comment Share on other sites More sharing options...
debugman18 Posted November 24, 2013 Author Share Posted November 24, 2013 ThereThere, I replaced "undeploy" with "withdraw" everywhere, including component names, method names, event names, action names, strings... Bothered you that badly? Our language got attacked for that one. xD 2 Link to comment Share on other sites More sharing options...
debugman18 Posted November 24, 2013 Author Share Posted November 24, 2013 (edited) @debugman18Why did you remove the png versions of the bg assets? :/Oh, I was testing a theory, I'll put them back. I noticed that by having a cloudwave png in the images/ folder, the game tried to convert it but did so incorrectly, so it would screw up the wave proportions. I didn't mean for them to remain out of that folder. I'm sure it was extremely entertaining. EDIT - debugman18, was it you that posted the list of things that need art assets? (It may have been a 'in need of strings' thing, not art, but all the same, it serves as a list of what we have in the mod). Because I can't seem to find it anywhere. I seem to be in a sketching mood. Yes, it's here: http://forums.kleientertainment.com/topic/29034-open-discussion-the-prancing-pony/page-8#entry366249 Edit: I put those images into a rawimages/ folder to keep them from being converted and distorted. Edited November 24, 2013 by debugman18 1 Link to comment Share on other sites More sharing options...
simplex Posted November 24, 2013 Share Posted November 24, 2013 (edited) Edit: I put those images into a rawimages/ folder to keep them from being converted and distorted. Yes, to me that's the ideal solution. Just replicate the folder structure of images/ in it for raw assets. And by the way, how are we going to distribute this mod? We can't host it in the forums, since the uploads are limited to 4MB and just our anims take 5.4MB (the anim/ folder has 42MB, but the anim ZIPs themselves account for 5.4MB). EDIT: Did you install Lua on your Mac (the standalone Lua interpreter)? Edited November 24, 2013 by simplex Link to comment Share on other sites More sharing options...
debugman18 Posted November 24, 2013 Author Share Posted November 24, 2013 (edited) Yes, to me that's the ideal solution. Just replicate the folder structure of images/ in it for raw assets.And by the way, how are we going to distribute this mod? We can't host it in the forums, since the uploads are limited to 4MB and just our anims take 5.4MB (the anim/ folder has 42MB, but the anim ZIPs themselves account for 5.4MB).That's a good question. Firstly, the file size, even without raw assets, is over 100MB. We could use git's automated archiving for it, or we could use mediafire or something similar. I'm not sure about the Steam workshop and its limits. Edit: I haven't, but I don't see why I wouldn't. Edited November 24, 2013 by debugman18 Link to comment Share on other sites More sharing options...
simplex Posted November 25, 2013 Share Posted November 25, 2013 That's a good question. Firstly, the file size, even without raw assets, is over 100MB. We could use git's automated archiving for it, or we could use mediafire or something similar. I'm not sure about the Steam workshop and its limits. Edit: I haven't, but I don't see why I wouldn't. Using GitHub's archiving (this is called git tags) is an option, but it may be a hassle, because it just creates a snapshot of a branch. So to keep just release files in it, we'd need to create a release branch, put only the distribution files in it and keep updating them for each release. I think we can convince JoeW to give us greater uploading space... If we got a badge for this mod, I believe Klei would like to host it at their website. I asked about you having Lua because I'm thinking of writing a packager script shortly, and to make the process as streamlined as possible and minimize the possibility of errors I'm thinking of doing the following:Include everything in scripts/Include art assets (anims ZIPs, images and atlases) according to their specification in the Assets table of the mod. For that purpose, it's best to write the packaging script in Lua itself and process the Assets table directly. If doing that, it'd be convenient to put the Assets table in its own file (say, assets.lua) to avoid errors when running Lua code referencing game-specific stuff.Other scripts in the base mod directory (such as tuning.lua), as well as additional directories (such as tuning/) would be specified in Lua script (say, pkginfo.lua) which would be a part of the git repo, but wouldn't be included in the packaging itself. Link to comment Share on other sites More sharing options...
debugman18 Posted November 25, 2013 Author Share Posted November 25, 2013 Using GitHub's archiving (this is called git tags) is an option, but it may be a hassle, because it just creates a snapshot of a branch. So to keep just release files in it, we'd need to create a release branch, put only the distribution files in it and keep updating them for each release.I think we can convince JoeW to give us greater uploading space... If we got a badge for this mod, I believe Klei would like to host it at their website. I asked about you having Lua because I'm thinking of writing a packager script shortly, and to make the process as streamlined as possible and minimize the possibility of errors I'm thinking of doing the following:Include everything in scripts/Include art assets (anims ZIPs, images and atlases) according to their specification in the Assets table of the mod. For that purpose, it's best to write the packaging script in Lua itself and process the Assets table directly. If doing that, it'd be convenient to put the Assets table in its own file (say, assets.lua) to avoid errors when running Lua code referencing game-specific stuff.Other scripts in the base mod directory (such as tuning.lua), as well as additional directories (such as tuning/) would be specified in Lua script (say, pkginfo.lua) which would be a part of the git repo, but wouldn't be included in the packaging itself. Ah, well I've downloaded it, so that's there in that case. As for hosting it here; it's possible they would. That'd definitely make things easier on us when distributing it. Link to comment Share on other sites More sharing options...
simplex Posted November 25, 2013 Share Posted November 25, 2013 (edited) Ah, well I've downloaded it, so that's there in that case. As for hosting it here; it's possible they would. That'd definitely make things easier on us when distributing it.Well, I was looking at the Zip libraries for Lua and... there's nothing decent. There's nothing compatible with Lua 5.2, in fact...Buuut there's a very good Zip library for Perl (bundled with Mac, according to Dana's test). So I'll split the packaging process into two scripts, on in Lua for gathering the file list to package and one in Perl to actually create the zip. Binding the two together should ideally be done with a Makefile, to guarantee it'll be done correctly (and to keep us from having to remember their correct usage every single time).I was toying with the idea of bundling the two parts into a single bilingual script (run as a Lua script, where it'd take care of the Perl part itself), but I think I'm just overcomplicating things ...print(#--[===["Perl part running.\n");{ local $/ = "\0"; while(<>) { s/\0$//; print "Lua asked me to say: $_ \n"; }}__END__]===]--{} and "Lua part running.")local perl = io.popen(("perl %q"):format(arg[0]), "w")perl:write("Hello, there.", "\0")perl:write("I'm right below you.", "\0")perl:close()This printsLua part running.Perl part running.Lua asked me to say: Hello, there. Lua asked me to say: I'm right below you. Edited November 25, 2013 by simplex 1 Link to comment Share on other sites More sharing options...
simplex Posted November 25, 2013 Share Posted November 25, 2013 What are your opinions on which build to use as a base for the kettle? I'm thinking the science machine is a good base, because it has animations which allow differentiating between "off" (the idle animation), "on" (the animation played on proximity, to be used for static activation, but while not brewing tea) and "active" (the animation played on prototyping, used for brewing tea). What do our artists think? Link to comment Share on other sites More sharing options...
MilleniumCount Posted November 25, 2013 Share Posted November 25, 2013 I think the Science Machine is a good start. Link to comment Share on other sites More sharing options...
simplex Posted November 25, 2013 Share Posted November 25, 2013 You can upload up to Unlimited of files (Max. single file size: 128MB) When did this happen?! I wonder if the fairy heard our conversation about uploading U&A here or if it was just a coincidence... 2 Link to comment Share on other sites More sharing options...
ArcticFox789 Posted November 25, 2013 Share Posted November 25, 2013 What are your opinions on which build to use as a base for the kettle?I'm thinking the science machine is a good base, because it has animations which allow differentiating between "off" (the idle animation), "on" (the animation played on proximity, to be used for static activation, but while not brewing tea) and "active" (the animation played on prototyping, used for brewing tea).What do our artists think? Well, if my scanner would work, I'd show you what I've been doing, although it wouldn't really fit the Science Machine... :/ Link to comment Share on other sites More sharing options...
debugman18 Posted November 25, 2013 Author Share Posted November 25, 2013 When did this happen?!I wonder if the fairy heard our conversation about uploading U&A here or if it was just a coincidence...No idea. o.o Either way, huzzah! Link to comment Share on other sites More sharing options...
simplex Posted November 25, 2013 Share Posted November 25, 2013 No idea. o.o Either way, huzzah! Wait... that's the limit for post attachments. The limit for the Downloads section is 10MB... But I think that's an oversight. It makes no sense to have a higher limit for post attachments than for uploads to the forums' Downloads section, and especially not by such a big margin . Link to comment Share on other sites More sharing options...
MilleniumCount Posted November 25, 2013 Share Posted November 25, 2013 After looking at it I think the Alchemy engine would work better A really quick GIMP Well, if my scanner would work, I'd show you what I've been doing, although it wouldn't really fit the Science Machine... :/I wanna see.......work stupid scanner! 1 Link to comment Share on other sites More sharing options...
simplex Posted November 25, 2013 Share Posted November 25, 2013 (edited) Sure, if it fits better by all means. The animations are the same, anyway*. * They use differnt banks, but have the same set of animations. Edited November 25, 2013 by simplex Link to comment Share on other sites More sharing options...
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