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Regarding modding more than just the Snurtlord (?â„¢[MENTION=63128]thetruthseeker[/MENTION]), what would be realistically achievable in terms of setpiecing it, simplex?

In principle, everything. A static layout could be designed, being randomly placed in a cave level. But world generation is the one part of the game code I've really never dealt with, nor studied, so I feel I should do that before entering in details.Actually, I believe the only non-Dev forum member with a real understanding of world generation is [MENTION=5551]_Q_[/MENTION].

Uh-oh. This is slightly more complicated than i antecipated...I can't figure out what goes where... I'll have to grab a screenshot of a spider queen from the game in various positions, to identify which body part corresponds to what sprite in the atlas-0.tex.post-80560-13764598215616_thumb.pngAlso, i can't find any tutorial on converting mobs... The closest i've found only deals with items, which are a lot more straigth-forward...post-80560-13764598216092_thumb.pngThe tentacle and tentacle_arm zips don't seem to include the full tentacle (missing the thin end)....post-80560-1376459821636_thumb.pngThe Slurtles at least seem very simple:post-80560-1376459821673_thumb.pngpost-80560-13764598216942_thumb.png

Edited by lifemare

I think it might take a bit of resizing...

Yes, not much, might not even be worth it for just a gain in size of 5 pixels, lol.We'll just have to go with color and adding some different details...The bigger problem is with the Snail King, working with fixed sprite positions leaves very little margin for adding stuff.The way to go would probably be to superimpose the new slurtle textures onto a Spider Queen animation...All a bit overwhelming at the moment.... :disturbed:

In principle, everything. A static layout could be designed, being randomly placed in a cave level. But world generation is the one part of the game code I've really never dealt with, nor studied, so I feel I should do that before entering in details.Actually, I believe the only non-Dev forum member with a real understanding of world generation is [MENTION=5551]_Q_[/MENTION].

Very good news altogether. Let's see if the new update will be more welcoming to modding world generation. And if it doesn't introduce a Snail King already, lol!

Uh-oh. This is slightly more complicated than i antecipated...I can't figure out what goes where... I'll have to grab a screenshot of a spider queen from the game in various positions, to identify which body part corresponds to what sprite in the atlas-0.tex.[ATTACH=CONFIG]13735[/ATTACH]Also, i can't find any tutorial on converting mobs... The closest i've found only deals with items, which are a lot more straigth-forward...[ATTACH=CONFIG]13736[/ATTACH]The tentacle and tentacle_arm zips don't seem to include the full tentacle (missing the thin end)....[ATTACH=CONFIG]13737[/ATTACH]The Slurtles at least seem very simple:[ATTACH=CONFIG]13738[/ATTACH][ATTACH=CONFIG]13739[/ATTACH]

Yes, the Spider Queen is one of the most complex monsters. Which is also why if you manage to use it as a base, it will allow for much more complex animations. Since we can't inspect the contents of the animation files meaningfully, comparing the texture file with pictures of a spawned Spider Queen is really the best way to do it...You can just delete superfluous elements, which will simply not show. The really important ones are the torso, the head, the head elements (mouth and eyes) and the three leg segments, which can be clearly identified. Note also that the Spider Queen sprites include those for the nest-popping animation, which don't really matter to us. It would be interesting making it pop from a mound-like structure, but that's not a primary concern.

While we are talking about it popping out of a structure, why not a shell?

That would make a lot more sense. And I think it's the only way to get the animation looking right, in fact (if the original structure doesn't turn into the creatures body, the Spider Queen animation wouldn't do it).

The bigger problem is with the Snail King, working with fixed sprite positions leaves very little margin for adding stuff.

The way to go would probably be to superimpose the new slurtle textures onto a Spider Queen animation...

All a bit overwhelming at the moment.... :disturbed:

Could you not just do something like this for the torso?

Posted Image

(and then add some details and make it less "exact"?)

---edit---

Putting a shell on top of it, of course. And without that glare. :p

Edited by simplex

comparing the texture file with pictures of a spawned Spider Queen is really the best way to do it...

I'm off. I'll install [MENTION=10028]Mugwump's[/MENTION] (and [MENTION=44092]other contributors[/MENTION] :p) Test Tools tomorrow and try to extract all possible Spider Queen positions to compare.Hugs!post-80560-13764598219781_thumb.jpg

Could you not just do something like this for the torso?

Posted Image

(and then add some details and make it less "exact"?)

---edit---

Putting a shell on top of it, of course. And without that glare. :p

Still here, for a little while longer ^_^

Yes, the torso should be the easy part, the Spider Queen is already oblong like a snail shell and there's probably room to make it less squashed. What should be really challenging is the legs, unless we go the easy path and draw a snailspider (nope). Since the spider body is elevated from the ground by it's tall legs, deleting them and just using the torso would very likely cause the character to attack the thin air below the modded Spider Queen instead of the actual body location...

Could replace the spider legs with tentacles, that's why i extracted the tentacle zip, but i have no idea how to combine them and make the game recognize the animation from two different sources.... out of the question i guess.

Unless the spider legs have different sprites for each state of animation (allowing me to replace them with my own animated tentacles), they'd have to remain static. But, we'll see... too soon to tell.

Good luck!

Also, [MENTION=1667]MilleniumCount[/MENTION] has done some work with art for new mobs before. Perhaps he can help.

Yes! I've seen his Rhino and others :D His papercut figures are brilliant! And i almost mentioned him in Symage's thread, when i was struggling with adapting my drawings to DS style. I think of all the people doing fanart, his is the one that most resembles the game. Maybe he'll magically show up like Simplex once someone mentions fanart :p

[MENTION=80560]lifemare[/MENTION]It might be possible to have the torso touch the ground. It really depends on where the animation does the clipping on the texture file.But can't you use the available tentacle pieces (slightly distorted so as to not appear articulated) after some resizing as the 3 components of the leg?EDIT: Nevermind about the ground-touching possibility. The torso is too close to other parts in the texture file for that to be possible (i.e., the clipping is certainly very close to the actual torso boundaries).

Edited by simplex

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