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Klei Bug Tracker

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Everything posted by Malacath

  1. I can recommend this guy! The things he does are high quality and he can listen to a coder for specific instructions (which I guess is kinda important ) Additionally he's a fun guy
  2. I wanted to write you a PM, but you can't receive them apparently. Anyway, to answer your question about modding: First off the Waverly Mod is not done by me, there were a lot of people involved. We had three artists, one coder, one tester, one writer and people on the forums giving us ideas. So if you do a mod yourself you should expect it to take more effort and time than what we did. Secondly I would suggest you of course to start with something small, and for that there are a lot of tutorials out there. If I'm not mistaken there is a sticky that compiles them in the Mod Section of the forums. Start by doing a small item for example or a new character (the classic "first mod") Thirdly I had already experience with programming, if you don't have that then you should maybe start simple, code a "hello world" program, write a small calculator and such and such. For the language of your choice there are a lot of tutorials to find when googling. Of course, if you wanna mod DS then searching for some Lua tutorials is gonna be the best choice. Lastly when you feel that you know some basics about Lua/programming in general, you can start looking at the games code. This is what I did before there were any tutorials for modding the game. It will involve a lot of logic thinking and trial and error to understand what is going on. Regularly doing your maths homework will help in making that easier ;P So that's that. It all depends on where you start from. Consider if the effort will be woth it for you and start with what's new for you. If you have any specific questions you should write me a msg here, I get those directed to my mail so I notice. Good luck with it! And don't let yourself get discouraged!
  3. I don't think you want the long story, so.. My Gaming/Coding PC broke and now I am left with a rather clumsy laptop. All my mod projects are on the broken PC and since I am currently working on my thesis I didn't get around to retrieve them yet. If I ever get my stuff back I want to fix a number of bugs in our mod and start working on another project as well.. I will let you know @simplex See above. I would appreciate it if you want to fix the tree, but there's not really a possibility now. I will let you know as well, if there is still space in U&A I might try to join you as well some day.. Ohhhh, I'm a dreamer ^^'' @EveryoneElse Sorry for this very unproductive post here..
  4. Don't you think it's a bad idea to watch films in german? I've noticed that most of the times the choice for the voice actors is just bad.. Anyway, back "on-topic".. Everyone agrees that the movie is good enough to spend my limited money resources?
  5. Exactly the same way, just get into the prefab and change the proper line. It should already be there and reference some other minimap icon so it's easy to find.
  6. That's a big list xD I only have time for a few now. As far as the rat being targeted by the chess pieces you might find something helpful inside the KeepTarget and ReTarget functions of the chesspieces. I think the "chess" tag plays some role with that. In my custom character sound tutorial is a file attached that is right from the devs which should have options resembling the ingame sounds. You migt be able to snag some tidbits there. The berrybush has a lot of different animations, the one for an empty bush is "empty". You can find all inside of "berrybush.lua" and since your blueberrybush is based off of that you can probably use all the same animation names. For getting a streetlight you don't necessarily need a fire prefab. If I remember correctly the thing is electric so you'll just need the light. You can find examples in the heatstone for example. You can mess with the ideas and hints and come back when you need more precise help. I just don't have time to sift through code right now ; )
  7. Very kind of you sir, but I don't think this needed a 'Bump' : PCosheeta will come here when he needs us, I'm sure.
  8. Srsly? I even tried it this time... what stupid mistake could I have done this time... Well, if debugman didn't fix it be the time I get home I'll see what the problem is. And I really don't care about my world filling up with dummies : P it's lost anyways. Edit: Damn me, I forgot to use the power of my 666th post yesterday...
  9. Weeell, that's typical for me xD I fixed it and it's called idle now. This time I also included the scml if you want them for completeness sake. PS: I love that testing prefab ^^
  10. I cannot resist thine summons master... Hope it works, I don't have the time to test it. Things are named as follows: Bank/Build: dragonblood_tree; Animations: idle, idle_harvested Bank/Build: golden_flower; Animations: idle Bank/Build: gustflower; Animations: idle_1, idle_2
  11. You'll have to resize the image. Scaling inside spriter won't work, at least for the swappable build.
  12. You only changed the Spriter project but I told you the code was wrong as well. local assets={ Asset("ANIM", "anim/"), Asset("ANIM", "anim/"), Asset("ATLAS", "images/inventoryimages/logclub.xml"), Asset("IMAGE", "images/inventoryimages/logclub.tex"),}local prefabs ={ "collapse_small",}local function onequip(inst, owner) owner.AnimState:OverrideSymbol("swap_object", "swap_logclub", "logclub") --This here was wrong owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal") endlocal function onunequip(inst, owner) owner.AnimState:Hide("ARM_carry") owner.AnimState:Show("ARM_normal") endlocal summonchance = 1local function onattack(inst, owner, target) if math.random() < summonchance then local pt = target:GetPosition() local st_pt = FindWalkableOffset(pt or owner:GetPosition(), math.random()*0.1*PI, 2, 3) if st_pt then inst.SoundEmitter:PlaySound("dontstarve/common/destroy_wood") inst.SoundEmitter:PlaySound("dontstarve/common/destroy_wood") st_pt = st_pt + pt local st = SpawnPrefab("collapse_small") --print(st_pt.x, st_pt.y, st_pt.z) st.Transform:SetPosition(st_pt.x, st_pt.y, st_pt.z) end endendlocal function fn(Sim) local inst = CreateEntity() local trans = inst.entity:AddTransform() local anim = inst.entity:AddAnimState() local sound = inst.entity:AddSoundEmitter() MakeInventoryPhysics(inst) anim:SetBank("logclub") --This here was wrong anim:SetBuild("logclub") anim:PlayAnimation("idle") inst:AddTag("sharp") inst:AddComponent("weapon") inst.components.weapon:SetDamage(120) inst.components.weapon:SetOnAttack(onattack) ------- inst:AddComponent("finiteuses") inst.components.finiteuses:SetMaxUses(200) inst.components.finiteuses:SetUses(200) inst.components.finiteuses:SetOnFinished( onfinished ) inst:AddComponent("inspectable") inst:AddComponent("inventoryitem") inst:AddComponent("equippable") inst.components.equippable:SetOnEquip( onequip ) inst.components.equippable:SetOnUnequip( onunequip ) inst.components.equippable.walkspeedmult = 0.75 return instendreturn Prefab( "common/inventory/logclub", fn, assets, prefabs) I can't test it right now, but this should work.
  13. You're supposed to put the image "swap_logclub.png" into another subfolder called "swap_logclub" as well, this way you create the symbol. Then you completely skipped the part of naming all things inside Spriter correctly. "entity_000" should be "swap_logclub" and "NewAnimation" is supposed to be named "BUILD". Read the guide again for more information. Next you didn't change the code to swap the right build. Neither did you change the build and bank of your animations for the object. So really, read the guide and do the things written there, otherwise it can't work : P
  14. Every tutorial that uses the Mod Tools specifies the process of making anmi files. Put the spriter project (whole folder) into your exported folder, run the game, wait.
  15. Well, you didn't put a lot of effort into your search : P Pinned thread, first post at the bottom.
  16. I vote for you to stay annoying ; P Srsly though. If you get any sort of fun/enjoyment from modding then just keep asking for help. I think you should always ever only stop doing something when you're not getting any enjoyment or are hurting people with it. Since the latter is barely possible with what you're doing here I would suggest you decide for yourself ^^ He's referring to the function he quotes bellow that. At the bottom you see the part that says "return" something. The thing to the right of the return is the returnvalue of the function "createbush" and that is what is being called when you call the function and is thus what the file actually returns and it looks just like every other return of a prefab file. I think that was the essence of the post. Now if the problem is with the usage of "calling" a function. That is codewise where you have a name and the brackets afterwards, like "createbush("berrybush2")". In words: You call the function berrybush with the argument "berrybush2". Edit: Ninja'd ^^
  17. @ Sorry but I have to ask this stupid question: Did you copy everything exactly as is from your mac? Because when I look at the scml (it's just a text file, you can do it yourself) I think I see files that are referenced but not existent. Could it be that you changed your folder structure somehow? Try to take the scml straight from your mac and into your exported folder and don't open it in windows. See if the conversion works fine in that case. It could be that the windows build of spriter does fancy things with the mac build, if that happens to solve your problem it would be in the best interest of the Spriter community to report that bug (if someone else did not already do that)
  18. Absolutely right about that one. You name all animations however you want them, you simply add the suffixes "_up", "_down" and "_side" to them. So if your animation is called "idle" you'll have "idle_up", "idle_down" and "idle_side". Now whenever you use the line inst.AnimState:PlayAnimation("idle")It will implicitly add the appropriate suffix depending on camera and entity angle. This is how I understand it and I'm also quite certain about it. Tbh though I have never used it myself, just a guess.
  19. To make quotation marks be interpreted as literal signs you should add a backspace before them, like description = "Adds 2 different \"Sleeping Swords\" to the game"
  20. I have this for you, all hail the Cheerio for his wisdom ^^
  21. I feel honoured, I really do, not just saying it! But I'm not sure how big the amount of work I'd need to put in to understand your workflow would be. Especially to understand wicker, that things seems beyond me... Also I'm working on another project, super secret you know ; ) And while I'm still abroad I need to concentrate on my studies a bit more than at home. When I'm more flexible with my time I'd love to help you out ^^ I just don't know if you'd still have need for me then.
  22. Sweet ^^ That extra line is simply a copy of the common handler you added in the line above, so it doesn't do anything. You can keep it, but it's not necessary so you can decide for which line you prefer and terminate the other one ; )
  23. You have the order of the return in SGrat wrong, it should be return StateGraph("rat", states, events, "idle")Where events is just {} for now. Then it works. Now you'll want to do like this local events={ CommonHandlers.OnDeath(),}To add the eventhandler for the "death" event and expand the table states to add a "death" state. In the onenter function of that state you can trigger the lootdropping. Try it for yourself by looking at other stategraphs and if you fail then try this ; ) local events={ CommonHandlers.OnDeath(),}local states={ State{ name = "idle", tags = {"idle", "canrotate"}, onenter = function(inst, playanim) inst.AnimState:PlayAnimation("idle", true) end, }, State { name = "death", tags = {"busy"}, onenter = function(inst) inst.AnimState:PlayAnimation("idle2") RemovePhysicsColliders(inst) inst.components.lootdropper:DropLoot() end, },}return StateGraph("rat", states, events, "idle")
  24. Might wanna tell Cheerio about this, I'm sure he'd love to link it in the Samples and Guides thread.