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Hey, I'm basically trying to port over animations from my mod character from... maybe 6 years ago in Don't Starve to Don't Starve Together. I think the prefab and recipe stuff is fine? But for whatever reason, it crashes when I spawn/put/drop on the hat. I know enough to be suspicious of my anim files but they work exactly as they are in the base game Don't Starve (RoG, at least). Did something change over the years with the animation files for hats? Maybe because of skins? Just curious if anyone has any feedback, I'd appreciate it! Here's the project on Github: https://github.com/JaimeNufio/MadmansGoggle/
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who can help me with an agriculture mod?
Fireandthethud replied to JezusDayz's topic in [Don't Starve] Mods and tools
Is this your first mod? This might be a bit ambitious. Personally, I'd recommend looking at some tutorials here on the forums, make small things, experiment with the game prefabs, and go from there. You need some familiarity with coding; that's inescapable if you want to mod something, so I'd recommend looking into Lua, or again, just reading the games code to see how it all works. Here are just two, with searching for more detailed information, you can learn more, so good hunting -
Okay so that worked for my purposes! I only really needed a single frame, and that worked fine. Perhaps with more messing around I can get multiple frames but as it stands, it works well enough! Thanks Mobbstar!
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flypos() is my own function, because I have several states that should play the same animation, and I was experimenting with different animations to use. It's essentially a stand-in for this code: inst.sg:GoToState("fly") where fly is one of the states in my SG. Anywho, I tried looking for your suggestion, and I found this: local function setfertilityfn(inst, fert_percent) local anim = "full" if fert_percent <= 0 then anim = "empty" elseif fert_percent <= .33 then anim = "med2" elseif fert_percent <= .66 then anim = "med1" end inst.AnimState:PlayAnimation(anim) end It looks as if some number is gradually increased, and a certain animation is played based on its value, instead of a frame that lands at x% of an animation's frames. If this is what you meant, I don't think this would work, as I am working with just one animation file :\
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Hello, I'm wondering if anyone can help with a problem I'm having with this custom StateGraph I'm working on. The essence of the problem is that I want to use the ingame "jump" animation, but I need a snippet from the center of it so that my mod would look right. So far, I have figured out how to interrupt an animation on cue like this: timeline = { TimeEvent(num*FRAMES, function(inst) flypos(inst) end), }, This method has worked, stopping the animation on the frame number I want, but I'm having trouble figure out how I would start an animation somewhere other than frame one. So lets say if the animation is 25 frames long, how would I be able to pick a select few frames from it, say a range from 10-15, and play those?
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So, for a while now me and my friend have been working on this custom character mod, named Wezla. He's already on the Steam Workshop, but my friend and I are working on a 2.0 version, and even went so far as making a new look for him. However, she has suddenly become unsure of the new style, and wanted to know what others thought of it. This is the new model: This is the old: Disregarding the profile view (which I know needs work, but I'm still trying to fit his hair nicely using the spriter model), do you prefer the newer version, or the older one?
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Trouble Uploading/Updating Mod in Steam
Fireandthethud replied to Fireandthethud's topic in [Don't Starve] Mods and tools
hmmm... Okay, I'll look into it. -
Okay, so this is a weird issue, and I'm not sure if I should be asking here, or on steam. Anyway, this mod of mine (http://steamcommunity.com/sharedfiles/filedetails/?id=603167817) was uploaded a few days ago, and it seemed fine, but it's not appearing in my mod folder (as it would normally) or the mod list in game. People subscribed to it seem to be reporting it is blank for them as well. I'm not sure if the error is on my end, or Steam, heck, I half think it might be a DMCA issue, but I doubt it as my mod was made two days ago and is hardly well known enough to garner that attention. Attached is the mod folder, is there anything glaringly wrong? KyloBlade.zip Edit: this isn't my first rodeo, I have other mods on Steam that are just fine, I'm just confused why this one is blank.
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This is Bibbit, a frog mob I'm making, he looks fine in spriter, the animation runs smoothly, there aren't any bugs so far as I can see. However, when I use the compiler and try the mob out in game I get a mess, similar to this: I'm not sure at all why, I think it might be the bone structure? or maybe the way I did the individual files? (Some were flipped)