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Oh, shoot.

Yeah.

I did delete a file. ._.;

No big deal, as I said the file can be fixed manually when it's done.

 

EDIT: At everyone, I totally forgot to add the code that you have to unlock Waverly. I got it working within 10 minutes, which seems a bit suspicious to me. So what do you think, shall we keep it or go save and keep it out?

Edited by Malacath

No big deal, as I said the file can be fixed manually when it's done.

 

EDIT: At everyone, I totally forgot to add the code that you have to unlock Waverly. I got it working within 10 minutes, which seems a bit suspicious to me. So what do you think, shall we keep it or go save and keep it out?

I'd say keep it, it'll add a little flair to things and keep it from being in the same category with the countless character mods which don't have a feature for unlocking like this

I'd say keep it, it'll add a little flair to things and keep it from being in the same category with the countless character mods which don't have a feature for unlocking like this

Yep, I was thinking the same. I disliked from the beginning that there was no intended possiblity to lock modcharacters.

 

Does everyone agree? Does anyone even read this?

I managed to get my laptop.

 

I did the quotes for the willow in it's states.

 

Wilson:

(Burning): It looks a mite ticked off at me.

(Burnt): The solution for magic was fire.

(Stump): A wooden gravestone.

Willow:

(Burning): I told you I'd set you on fire.

(Burnt): That was a forest fire to remember.

(Stump): It can't stare at me now.

Wolfgang:

(Burning): Vine trees be hating on Wolfgang! Tree be dead now!

(Burnt): Wolfgang can get magic charcoal now.

(Stump): Magic tree no match for Wolfgang!

Wendy:

(Burning): It looks at me with eyes full of fire.

(Burnt): It had to stop burning eventually.

(Stump): It is useless now.

WX-78:

(Burning): HILARIOUS.

(Burnt): EVEN ENCHANTED LIFEFORMS CAN DIE

(Stump): IT CANNOT HARM ME ANY LONGER.

Wickerbottom:

(Burning): It looks at me with evil retinas.

(Burnt): Charcoal.

(Stump): The remains of a salix babylonica.

Woodie:

(Burning): Now I can't chop it down! What was I thinking?

(Burnt): It is choppable.

(Stump): I have become the first person to destroy a magic tree?

Maxwell
(Burning): Being a tree has disadvantages.

(Burnt): It couldn't put itself out.

(Stump): Magic always goes wrong.

Edited by KidneyBeanBoy
  • Like 1

(im gonna double post since the forum seems to be acting weird for me right now)

 

It'd be easier in Flash since you can draw and animate in the same place, do the necessary tweaks and such. The weeping willow now looks a lot less smoother and looks clearly segmented, i'd fix it but i'm really busy with stuff right now.

 

Also, i took a scary spooky screenshot. 

 

4RbgQ.png

It looks like you are holding a star caller staff, but the GUI says you are holding a........Marble suit?

  • Like 1

Placeholder stuff since the actual artwork for the wand is not in the game yet.

I will be doing the Waverly atlas just in case, because sometimes i start worrying about if ElAguilar is actually going to show up with the atlas or not since this thing has only like 2 days left. Quite stressed since i spent like all week animating a tree and stuff.

Malacath must be feeling even worse because the compiler just LOVES showing the middle finger to him then crashing, the last update to it only makes things worse.

Placeholder stuff since the actual artwork for the wand is not in the game yet.

I will be doing the Waverly atlas just in case, because sometimes i start worrying about if ElAguilar is actually going to show up with the atlas or not since this thing has only like 2 days left. Quite stressed since i spent like all week animating a tree and stuff.

Malacath must be feeling even worse because the compiler just LOVES showing the middle finger to him then crashing, the last update to it only makes things worse.

 

And my text program tends to do strange overwriting/deleting stuff whenever I type, as well. I'm sure we will pull through, though. or at least get enough of it done to work.

Edited by KidneyBeanBoy

And my text program tends to do strange overwriting/deleting stuff whenever I type, as well. I'm sure we will pull through, though. or at least get enough of it done to work.

Sounds like you have cursor set to overtype mode try hitting insert to switch to insert mode

Edited by Nycidian

I will be doing the Waverly atlas just in case, because sometimes i start worrying about if ElAguilar is actually going to show up with the atlas or not since this thing has only like 2 days left. Quite stressed since i spent like all week animating a tree and stuff.

Don't worry about that. Got a mail yesterday shortly after I left and the atlas should be done tomorrow.

  • Developer

Here's the whole mod and here's only the prefab with its animations in question. I might have done something stupid, sorry if that's the case.

Sorry it took so long to get back to you.  I got it working and I'll be pushing a preview build of the mod tools that you can try along with some instructions on how to control it.  It's fairly easy.  In the meantime, here's a screenshot of a swap wand I made in spriter and set the pivot on.

 

post-283016-0-34055400-1382128612_thumb.

  • Like 2

Sorry it took so long to get back to you.  I got it working and I'll be pushing a preview build of the mod tools that you can try along with some instructions on how to control it.  It's fairly easy.  In the meantime, here's a screenshot of a swap wand I made in spriter and set the pivot on.

 Love you even more  :3  Thanks a big bunch!

I was thinking we might not have enough time to get this mod done, but were actually getting along nicely! The coding is done, we almost have all the art (minus the atlas, that's coming soon) and the quotes will be finished by Sunday.

A couple things I forgot to do strings for:

Character profile strings:

Title: The Bewitched

Quote: "Sanity is overrated. I prefer craziness."

Perks and stuff

-Off her marbles

-Narcoleptic

-Has the magic of magic

I'll do Waverly's mod item quotes once I find the template.

(Say, has anyone done her profile art yet?)

Edited by KidneyBeanBoy
  • Developer

 Love you even more  :3  Thanks a big bunch!

 

I had to make some changes to the spriter exporter to get this working.  Here's what you need to do to try it out:

 

1. Download the public preview of the mod tools

post-283016-0-70476800-1382157820_thumb.

 

2. Put the wand image in a folder called 'swap_wand'

post-283016-0-50550000-1382157822_thumb.

This is because folders in Spriter are equivalent to symbols in Don't Starve.

 

3. Rename the animation to 'BUILD'

post-283016-0-25140200-1382157823_thumb.

This will build a special swappable build.

 

4. Move the pivot to an appropriate location.

post-283016-0-43453300-1382157821.jpg

Don't use any rotation or scaling.  Only translation.

 

That should do it.

 

Here's a working version of the wand if you don't want to do all the work.  You'll still need the public preview of the mod tools to try it out though.  No script changes necessary.

 

swap_wand.zip

  • Like 2

Would I be correct in assuming that the pivot is the point where the character grips the item? Or is worldspace 0 where the hand is placed?

Furthermore, the wand is a single piece. Can the swap anim contain several symbols? And what about animation? Would it be possible, for example, to have that wand's eyeball as a separate symbol that animates blinking and looking around?

And what of bones? Will it be possible to have a more complex item with a complex squirming animation that plays while it's being held?

Also, what about equipping to other slots? What happens if we try to make a fancy new piece of armour? If, for example, I wanted to make an extravagant suit of armour with flapping gold wings... how would we go about something like that? Can we layer things? Have something behind the player and in front?

 

Sorry, this kinda snowballed... but I am just really interested in knowing this stuff. New animation possibilities are exciting!

  • Developer

In blue :-)


 


1. Would I be correct in assuming that the pivot is the point where the character grips the item? Or is worldspace 0 where the hand is placed? 


The pivot point of the symbol in Spriter gets attached to the pivot point of the 'swap object' symbol which is about the middle of his hand.  So in this case I placed the pivot point of the wand near the handle and that snapped it to his hand.


 


2. Furthermore, the wand is a single piece. Can the swap anim contain several symbols?


You can't have multiple symbols showing at once but it's easy to have a script swap to different symbols while the item is still equipped.  


 


3. And what about animation? Would it be possible, for example, to have that wand's eyeball as a separate symbol that animates blinking and looking around?


You can't animate the symbol but you can swap to different symbols to fake a flip book style animation.


 


4. And what of bones? Will it be possible to have a more complex item with a complex squirming animation that plays while it's being held?


You can't animate the symbol so bones wouldn't affect it.


 


5. Also, what about equipping to other slots? What happens if we try to make a fancy new piece of armour? If, for example, I wanted to make an extravagant suit of armour with flapping gold wings... how would we go about something like that? Can we layer things? Have something behind the player and in front?


You can only swap the symbols that the character already has.  However there's nothing stopping you from making animated wings and drawing them behind or in front of the character without it being a part of the same animation.


  • Like 2

Heehee, thanks for that.

 

I'm actually seeing a great workaround for some of these limitations... just wish there was a mac version of the compiling tools, so I could play around with things.

 

Just a few more questions:

What swap symbols are there? Just hand, body, and head?

Would it be possible to get a template or diagram labeling the pivot points of the swap symbols on the player?

And the swap symbols for armour have multiple views... front, back & side... how do we hook something like that up?

  • Developer

Heehee, thanks for that.

 

I'm actually seeing a great workaround for some of these limitations... just wish there was a mac version of the compiling tools, so I could play around with things.

 

Just a few more questions:

What swap symbols are there? Just hand, body, and head?

Would it be possible to get a template or diagram labeling the pivot points of the swap symbols on the player?

And the swap symbols for armour have multiple views... front, back & side... how do we hook something like that up?

Every symbol is actually swappable. The invisible swap ones basically act as locators. I'll look into a diagram and I'll have to see how the different views. I'm not sure how they're done.

I had to make some changes to the spriter exporter to get this working.  Here's what you need to do to try it out:

Just wanted to give you heads up that it works perfectly. But I also wanted to tell you that the preview has other problems (you might know already). Namely those that it doesn't properly convert normal animations anymore and it now complains about my "fixed" spriter file from the tree. And it converst every animation everytime I start the game. As long as we have access to the old version it's no big deal of course  ^^

 

 

not to be Mr.Buzzkill but if you are intending to get this in the Halloween competition time is running out

You know, people who say "not to be Mr.Buzzkill but..." usually are Mr.Buzzkill  : P

But I think there's nor reason to worry. Coding is done, it might just need some finer polishing and tuning. All the bugs will not be found anyways, that needs more people. The artwork for the tree is done. Strings are almost done. And the character atlas is done. The only thing where we'll have to swallow the bitter pill I guess is the bigportrait, I haven't heard anyone doing that. But that shouldn't take to much from the actual experience I hope...

 

@Everyone from the Team: Do you want to be mentioned by your real name in the credits (I just put those in the  modinfo)? If yes just send me a PM, otherwise it'll just stay as is.

 

EDIT: Here's the current version of the mod. Anyone, like really anyone, who wants to give it a try is very welcome to do so and report any bugs directly here or PM me. Be aware that it's gigantic in filesize because all uncompressed images and sound are still in there. The final release will be ~6MB. Is that to big?

Edited by Malacath
  • Like 1

Wait the atlas is done? Oh ****, that means I'm the last one to finish! ONWARDS, MAGIC KEYBOARD, ONWARDS!!!

Damnit, no... I forgot to write "almost"  : /  Maybe it is done, I don't know. But ElAguilar said it should be done by today. So I hope I get it, latest possible tomorrow. I will let you all know then.

Also, is it fine if I uplaod a "Beta" version to the Steam?

Damnit, no... I forgot to write "almost" : / Maybe it is done, I don't know. But ElAguilar said it should be done by today. So I hope I get it, latest possible tomorrow. I will let you all know then.

Also, is it fine if I uplaod a "Beta" version to the Steam?

That would be great!

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