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TheDanaAddams

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    Animator (Unemployed)
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  1. Version 1.11

    846 downloads

    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. Yes, that is a problem - you must keep the altered duplicate up to date yourself. It's a tad inelegant, but very simple. Just make sure you update yours when theirs is updated. (If that file changes at all.) =)
  3. All I'd do is patch the mod with a duplicate of the .lua in question with the part you don't want deleted or commented out. With the right priority order, it will load the edited version with the part you don't like removed, and thus it will never try to run that little function. Think of it like, if a teacher wanted to update the page of a book, in class. All the students have a copy of the book, but the teacher has prepared an alternate Page 7 and given it to the students. When the good little girls and boys reach Page 7, they know to read the new page, not the one that was in the original book. Then they can continue on to page 8 in the book like normal! (I know that sounds a little contrived, but it's basically how the patching works.)
  4. Patching another mod is actually really easy - make sure that in the priority list, your patch-mod is loaded after theirs. Basically, all you need to do is put your own version of the thing you want to patch as your mod. For example, if I wanted to alter the stats found in someone's CharacterX.lua, I make my mod with a copy of that CharacterX.lua file, with the changes added. Everything else will be loaded from the original mod, but since the patch was loaded after, it will replace the loaded lua file. I've created patches for my own mod: Base http://steamcommunity.com/sharedfiles/filedetails/?id=179124884 Text patch http://steamcommunity.com/sharedfiles/filedetails/?id=220011987 Costume and stat patch http://steamcommunity.com/sharedfiles/filedetails/?id=227043510 For a long time, I've been wanting to make a template for translation patches for my mod items' names, descriptions, and examine text.
  5. The option you're all missing here is patch-mods - I've done a few for Link (even though he's really broken right now) and I believe someone did release a patch-mod to update an older, orphaned mod, and make it work again. Make your own mod that will correct the broken code, but still require the original to be activated. You can do this with load ordering. They're out of date and broken, right now, but check out these: My base Link mod: http://steamcommunity.com/sharedfiles/filedetails/?id=179124884 A simple patch for it: http://steamcommunity.com/sharedfiles/filedetails/?id=220011987 A slightly more involved patch: http://steamcommunity.com/sharedfiles/filedetails/?id=227043510 (Hey look, I'm alive. Ish.)
  6. Make sure you have the most up-to-date version of the mod. Currently, I've only uploaded that to Steam. You will likely find the issue will cease if you get rid of Din's Fire. (I had originally made it emit heat from your pockets like a heat stone, but that obviously caused problems in summer when the heat mechanic was added.)
  7. I also recommend the "Always On Status" mod as a companion to it - AOS doesn't work with RPG HUD Neat, obviously... since it works as an alternative to the things added by "Neat."
  8. I actually recommend using RPG HUD - I haven't been able to work on it for some time, due to my condition, but it should work no problem... as long as you're using RPG HUD Default, and not RPG HUD Neat. The "Neat" version will undoubtedly have issues due to the fact it replaces the meters with bars, and Link has a custom meter... likely confuses things.
  9. Haven't used it for a while, so I can't recall the exact option names... but what I would do is create a bone at world space 0, parent all sprites to that bone, apply the bone across all frames (there's an option for that) then scale that bone up, and apply the scale across all frames. Hope that helps.
  10. Spriter is really made to be used with bone rigs. In my experience, especially with the 'pro' version, you can work exponentially faster with a bone rig, and it saves you lots of time. Your artists use Flash, as I recall, so it's probably more a matter of how they're used to working. It can be difficult to adjust workflow, when you have a system that works. For Spriter, I would definitely encourage the "default" base/sample rig to be pre-rigged, for consistency/predictability. Is adding those symbols as simple as putting the extra images in the Spriter project folders when building the character? It would be very helpful if all the dummy symbols were included in the base "sample" file. The dummy symbols can receive their own animation input, right? (Always loved the little bouncy backpack.)
  11. It's happening~! But... I'm gonna be little miss negative, and say... at this point... it's impractical, at best, and damn-near impossible at worst, to get a proper animation out of this. We need a bone rig to be able to animate properly. My suggestion would be to place bones at the pivot points, for rotation to match up... but there's still an issue of disparity between the degree of rotation that will need to be applied to each bone for it to function as a workable rig... Perhaps by providing us with a default rigged character, you could account for the needed offsets, since you would know for certain what the exact rotation values were? We'll also need the different rigs set up for front, back, and side, of course. What capacity will there be for adding to these animations - by that, I mean adding symbols and bones. As mentioned, animating the character riding a mount - how would we go about adding an animation that required more than just the player character's art assets? Furthermore, will we be able to extend the pool of art ourselves? If, for example, our animation called for a different facial expression than we have available, could we add something of that nature ourselves? More of an extension of the previous paragraph, but of particular interest, is how creating custom tool action animation will work. The hammer, for instance, has a smear as part of the animation. This is included in the texture sheet, so it is symbol-swapping when the animation needs it... How will we be able to animate things to work alongside the new character animations?
  12. I've not yet imported a custom creature into the game myself - I'm afraid I don't really know how it's done. The animation is all I've done with regards to a custom creature. I believe the tutorial by Cheerio is out of date somehow, so the best suggestion I have is to examine a mod that has added custom-animated creatures, like (I think) Hero in the Dark, or the unfinished Night Terrors mod.
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