TheDanaAddams

  • Content count

    957
  • Joined

  • Last visited

 Content Type 

Profiles

Forums

Downloads

Klei Bug Tracker

Game Updates

Hot Lava Bug Reporter

Everything posted by TheDanaAddams

  1. Custom Character: Link

    Version v1.8

    79,794 downloads

    TheDanaAddams Link, based visually on The Legend of Zelda: Wind Waker. Link comes equipped with a number of "Hero's" items. All of the Hero's items are unbreakable, and uncraftable. So don't lose 'em. Link is impervious to sanity loss, owing to his adventuring experience. He's seen things like you wouldn't believe. Link, as a seasoned adventurer, is stronger, faster, and tougher than average, with a strong stomach, but has a faster metabolism, and a smaller stomach, due to how consistently hard he pushes himself. Link is perhaps best at surviving through hunting and eating what he can kill. Keep an eye on that hunger gauge. http://forums.kleientertainment.com/...-Link-The-Hero Up-to-date Mediafire Link can always be found in the first post of the thread.
  2. Dana

    Version v1

    2,458 downloads

    This is the character - based on myself - that I created while writing my modding tutorial. It's not especially fancy, and the art isn't the most spectacular I've ever done. It was something of an exercise in sticking more closely to the Don't Starve style, but because I was doing it rather quickly... I feel the quality suffered. I don't expect this to get much use, but I might as well upload it. =) http://www.mediafire.com/download/is0mwxne60ohibx/Dana.zip
  3. [Artwork] Eye-Candyland

    Friends don't let friends buy an Inkling. It was a nice idea, but it just didn't work. xD
  4. [Artwork] Eye-Candyland

    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. =)
  5. [Artwork] Eye-Candyland

    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.
  6. [Artwork] Eye-Candyland

    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.
  7. [Artwork] Eye-Candyland

    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...
  8. [Artwork] Eye-Candyland

    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.
  9. [Artwork] Eye-Candyland

    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.
  10. [Artwork] Eye-Candyland

    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. ^^;
  11. [Artwork] Eye-Candyland

    I think they should be glossier-looking. And semi-transparent. Otherwise, LOVE THEM! <3
  12. 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!
  13. [WIP Collab] Charlie Character Mod

    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.
  14. How To: Install a Mod from the Klei Downloads Page

    Your game is out of date. Update your game.
  15. Animator for William 2 would be fantabulous!

    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.
  16. Artists wanted for mod project.

    Threw together a couple more rough concept-sketch busts, this time for the Shadow Knights.
  17. 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.
  18. Modders: Your new friend at Klei!

    ... You can't have looked very hard... Try the tutorials section. I'd suggest Artist's Guide to Character & Item modding. I wrote it for total beginners. Basically, though, you have two options - animating from scratch in Spriter and converting with the Steam Mod Tools, or using one of the Tex Tools to convert an existing asset to png, using that texture sheet as a base for your own new art, and then converting the new art back to tex, sticking it in the duplicated base zip, and altering the build name.
  19. Animator for William 2 would be fantabulous!

    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
  20. Animator for William 2 would be fantabulous!

    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. =(
  21. Animator for William 2 would be fantabulous!

    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.
  22. Okay, so, as most of you are aware, I've been unable to do anything much in the way of work for months, now. This is still the case, unfortunately, but I did take a few days and put together a small patch for my Link mod, as a bit of silly fun, and more importantly, to spread a message. http://steamcommunity.com/sharedfiles/filedetails/?id=227043510 Predictably, if you check the comments, you will see a lot of homophobia being hurled around, to varying degrees. I uploaded this to the workshop so it would find an audience that wouldn't normally see it. A large portion of gamers are, quite frankly, homophobic little shits. While this response is precisely what I expected... it's still pretty lousy. What the Don't Starve Workshop needs is a bigger voice. We need more Gay Pride mods! So I issue my challenge to you, fellow modders - let's get some gay pride flowing in the workshop! Make a craftable Rainbow Flag item. Add a gay pride costume to your custom character. Get as creative as you can! Drown out the hate with some love! Subscribe to the pride mods, and boost them up the ranks - fill the whole "most popular this week" page with gay pride! Let's get that voice heard - let's spread the message that homophobia isn't cool. And let's do it in a place nobody expected. Good luck, everyone! And have fun!