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Everything posted by TheDanaAddams

  1. Version 1.11


    Link, of The Legend of Zelda fame. Link is a seasoned adventurer, and well equipped for whatever may come his way in the wilderness. His experience has jaded him to the point of sanity being a non-issue. He'll fight a king of nightmare-beasts before breakfast, and not even blink at it. He is used to living off what's available, and has developed a strong stomach. Compared to the average character, Link is faster, stronger, and tougher. However, he has a smaller stomach, and faster hunger rate - running around, and fighting like that burns off the calories much faster! Link is perhaps best played as a hunter - hunt, kill, and eat monsters to stay alive. Or, failing monsters… adorable, harmless little bunnies. You monster. Link brings a number of Hero's Items with him on his adventure. All Hero's Items are unbreakable, and uncraftable. So don't lose them! This has been broken and abandoned for quite some time, but I finally restored it to working order. RoG compatible, Shipwrecked will crash on World Generation sometimes, and always causes issues with the Coconade. It could probably be fixed with a rewrite of the Bomb code, but I think I just have to call it incompatible with Shipwrecked.
  2. Friends don't let friends buy an Inkling. It was a nice idea, but it just didn't work. xD
  3. Haha, yeah, there's definitely a price difference. I didn't use the 3 much - it belonged to my then-girlfriend, so I only used it now and then, when I went to her place. It's possible it was just well-worn, and we broke up, like, a year and a half ago, so it has been a while since I used the 3. I think you can get textural overlays for any tablet model, if surface texture is an issue... Anyway, money is an issue, so, go with what you can afford. There are non-Wacom brand tablets with very good reviews for a fraction of the price. I recall one recently that had just as good pressure sensitivity as the Intuos5, and a lot of praise! Don't feel like you MUST buy Wacom brand! Others out there are very good, and much more affordable. Just read the reviews and such. =)
  4. I actually have an Intuos 5, and I adore it. Surface never felt too glossy, at all. I've used the 3, 4, and 5, and I wasn't particularly impressed with the 3. I believe 4 and 5 have finer pressure sensitivity, or something. But the advantage of the Intuos comes from the buttons and touch-ring. It's a really great workflow-improving tool. Definitely speeds things up, once you figure out how you want it to work. For example, I personally have one of the pen buttons set to work as the hand tool, so I can pan the canvas, and have a number of hotkeys for various tools I use set to the side buttons, can quickly and easily slide my brush size with the touch-ring... It is quite a bit more expensive than the lower-end tablets, like Bamboo, but it is definitely worth the investment for a serious digital artist.
  5. I haven't really been looking at the anims and stuff... but since it's something I started, I figured I should take a look... The only anim I actually did was the idle, which... now looks really awful. I don't know who did the other anims you edited, and it may have been them who extended the timing on the idle... but on my machine, it simply looks dreadful at the slower speed! ACTUALLY - I just checked something, and the biggest problem is that it's using spline curves now - since I animated it before we had the ability to do that, it was designed to work nicely with linear curves only. (Normally splines would make your animation smoother, but since I had manually counteracted that in linear, spline curves sort of do the reverse for that instance.) Change the curves back to linear, and it will fix the worst of the issues, but the 1.5 second loop looks too slow to me, so I suggest bringing it back to 1 second, as I had it. There are a lot of problems with the Beanlet anims as they stand, but... I don't think we have any other trained animators, here, so... they'll at least do for placeholders in the mean-time. But yeah, the only anim I finished was the idle, and the alterations made to that - whoever did them - need to be fixed for it to play back nice and smoothly. The other stuff wasn't me. =) Hoo boy, now I remember why I was avoiding this. I'm rather tired out. I hope my docs get a handle on this soon.
  6. So... the Beanclops art is being re-done, right? That's what I've gathered, here... I want to say this in the gentlest way possible, but... the current art just... isn't very good... and it doesn't really fit in with the existing art...
  7. It's not hard to find, but it's not very obviously named. I actually still have the prerelease beta 6 version (wow, I'm out of date. It's at 8 now??) so the name may have changed, but you should be able to tell what you're looking for.
  8. With regards to questions about animating the Manta: (Not sure who to quote, here, since a bunch of you were talking about it. ^^; ) The way I've theorised to be best for animating snakey things like that in Spriter fluently, is to take advantage of the "skin" mode, where instead of solid images being parented to the bones, the bones can be used to drive deformation. I have no doubts that the engine does not support skinned textures, but the skin animation can be exported from Spriter as an image sequence, and brought back in - we can then switch the image out, much like we would with, for example, a facial expression, and animate it in a flipbook of switching symbols, like a more traditional frame-by-frame animation. Of course, the simple rotate/translate/scale animation can be done as normal, and should be combined with the flipbook-type-stuff for efficiency.
  9. I really do need to do a more updated tutorial. Spriter has come a long way, and I've learned much more about it. There are features that have vastly improved in the newer version. It'll be one of the first things I do, when I'm properly up-and-ready. It's steady-going, at the moment. They've narrowed down the actual condition, not just what they thought it was, and they want to do more tests to figure out exactly what type I have. Unfortunately, they don't really know much about the disease in general, and all that can be done is symptom management... but with some luck, a few more months, and I'll have managed to get myself up to that baseline where I can work properly - just at a bit of a reduced capacity, to try and stay at that level. ^^;
  10. I think they should be glossier-looking. And semi-transparent. Otherwise, LOVE THEM! <3
  11. In regards to every member having the DLC... I think we may need to enlist a tester who does not have the DLC - reason being, apparently some mods will work fine on a game that has no DLC, and will crash on someone who has the DLC, whether it's enabled or not. I fear this could go both ways, so... it may be an idea to check. Just to be safe. But there's no way to uninstall the DLC for that purpose, so... we'd need someone who doesn't yet have RoG. Carry on, Sergeant Major!
  12. Can we all stop acting like modders owe you something? Sukoushi had real-world problems take over. As have most of the high-level mod artists around here. Bitching and moaning about that is not going to help things. Saying that any character mod could be done in a week is ******* bullshit, unless your character is basic as hell, or you are some kind of coding genius and unbelievable artist. Good art takes time. Complex code takes time. My Link mod has been in development for well over 6 months, and is nowhere near done. It is really disrespectful to any creator to just say "hurry up and create." Because it's not that easy. If you think it's easy, you probably suck. We all have a lot to learn about the system every step of the way. And half-assed bullshit isn't going to satisfy anyone. Okay, so, I'm in a shitty mood. But that doesn't change jack ****. Stop disrespecting and trivialising creators. Because if you treat us like machines instead of people, you're gonna be sorely ******* disappointed, and I'm gonna give you the ******* robot finger.
  13. Few things... You're lacking ease in/ease out. Relying purely on the tweens to make the animation for you, making everything evenly spaced. You need to have things more like this: Otherwise, it all looks mechanical and wrong. You're also lacking nice animation arcs - again, this is because you're relying on the tween to do everything between your start and end points. Furthermore, everything is happening at the exact same time - good animation needs things to overlap. The arm should reach the peak of its swing at a different frame to the body reaching the peak of its movement. And finally... uh... you're using Flash. You need to use the software Spriter to make animations for Don't Starve.
  14. Threw together a couple more rough concept-sketch busts, this time for the Shadow Knights.
  15. Tiled is to set up layouts of stuff to spawn in-game. Like you could use Tiled to make the game stick carpeted areas loaded with gold in the forest. I've only really touched on the very basics of Tiled, so I don't know how to make it work really well... but there is an example mod for a Tiled layout that you can look at. As for custom turfs, I believe we were having some serious difficulty with that in U&A - if I recall, the addition of altered turf (which I believe was simply retextured from existing files, but I have no idea how it was loaded in - I think that part required some know-how.) caused some serious issues with the framerate, and the game getting unplayably slow. I think the bugs thread was in the public U&A forum, so, you might be able to see how it was achieved, and what problems occurred in there.
  16. That's what I was talking about with having a separate build for each possible hat. It would be a nightmare to set up. x.x
  17. Yeah, that's the problem - I'm not sure it'll be possible to make it compatible with the hat override symbol. We'd probably need someone like Cheerio to answer that. Oh, I wasn't trying to imply that you made it sound too easy - just broke it down for a less experienced animator, in case someone wants to give it a shot. 'Fraid I can't do it myself - even if I could work, I'd be too busy with other stuff. =(
  18. I'm sorry to say that I don't think your one "requirement" can be met... The hats are set up to fit the players, and swap out an invisible symbol for the chosen hat texture... Besides having to re-do the art for every hat, and make a new beast-William build for each possible hat... then adding post-inits to every hat to alter the onequip to check if you are beast-William, and if so, swap to the appropriate build-with-hat... I don't know, maybe one of the more code-minded will have a workable solution, but I don't think it is really possible. Here's a breakdown of what the required animations would entail: Idle: One animation, 1-2 seconds. (Though it would look better with three, one would be passable.) Run: Three animations, ~1 second each. Attack: Three animations, ~1 second each. Eat: One animation, ~half a second. Die: One animation, ~1-3 seconds. Hurt: Three animations, ~half a second. (Maybe a bit more.) Howl/Roar: One animation, ~2-4 seconds. Quite a bit of work. Just as a heads-up.
  19. ... It's... It's a... STEAM-BOAT!! [banished for terrible jokes] Boondock Saints is a fabulous film, too. xP
  20. This exactly. I couldn't put it any better. The only feathers that will be ruffled are the ones that need ruffling. If a marginalised group coming together to make their presence known bothers you, you need to take a step back and ask yourself why. This is one of my favourite speeches to show people: Make sure you watch until the end.