Search found 407 matches

by Gencool
Tue May 13, 2014 7:46 am
Forum: Mod Development
Topic: Complete Weapon Attribute Table
Replies: 6
Views: 3846

Re: Complete Weapon Attribute Table

Something I noticed with SysDamage when I was testing weapons pre-AE; Negative numbers healed damage, but also over-healed it. By using a -1 sysdamage bomb on a non-damaged room outside of battle, I was able to negate the first attack from any weapon on that room. The effect stacks, and is seemingly...
by Gencool
Sun May 11, 2014 9:53 pm
Forum: Mod Development
Topic: [WIP] [Steampunk] Lighter than air
Replies: 162
Views: 65988

Re: [WIP] [Steampunk] Lighter than air

Hmm, an idle animation should, really, be playing on the character whilst they are doing nothing. An animation on the character select screen is kind of pointless (short of adding blinks or visual effects) I was thinking that they would just cruise along the top of the rooms they are in, and have a ...
by Gencool
Sun May 11, 2014 8:21 am
Forum: Mod Development
Topic: [WIP] [Steampunk] Lighter than air
Replies: 162
Views: 65988

Re: [WIP] [Steampunk] Lighter than air

The smaller ships, I forgot to say, are gorgeous. Love the pirate re-colourings too! Filters may pull the look away from FTL a bit, which is fine, but the size limits of the player/weapon sprites means that they're still gonna be pixel art. I hadn't thought of automatons, honestly, but I /had/ thoug...
by Gencool
Sun May 11, 2014 8:10 am
Forum: Mod Development
Topic: [MOD] Crew Diversity
Replies: 36
Views: 22655

Re: [MOD] Crew Diversity

Thanks Rock! Also, really sorry, but did you see who posted the first few comments on that thread? ^^ I really like his work, though I wouldn't want to tread on his toes by re-doing his stuff. The smaller disks is possible, they would go jaggy on rescale- though I spent some time cleaning up the edg...
by Gencool
Sat May 10, 2014 11:19 pm
Forum: Mod Development
Topic: [WIP] [Steampunk] Lighter than air
Replies: 162
Views: 65988

Re: [WIP] [Steampunk] Lighter than air

The ladders work better than you might imagine, though till my net's up I guess you'll have to take my word for it. As for the sitting thing; just testing that it works, really. I based the chair and console off the existing room decorations. They'd look right for a side-on FTL, I just don't know ho...
by Gencool
Sat May 10, 2014 10:53 pm
Forum: Mod Development
Topic: [MOD] Crew Diversity
Replies: 36
Views: 22655

Re: [MOD] Crew Diversity

Hi guys! Still not got the net sorted on my home PC, but I am still working on this (albeit slowly) I think I have the discs sorted now. Screenshot attached, though the in-game shots are heavily anti-aliased, so a sprite-only example is included. Playing with them on for a bit, they work better than...
by Gencool
Mon May 05, 2014 7:45 am
Forum: Mod Development
Topic: [WIP][MOD]Crew Portrait Graphics
Replies: 16
Views: 7520

Re: [WIP]Crew Portraits

How do alternate human skintones look? (That would be my biggest worry)
by Gencool
Mon May 05, 2014 7:10 am
Forum: Mod Development
Topic: 0 Damage Weapons and Shields
Replies: 5
Views: 3174

Re: 0 Damage Weapons and Shields

There are loads of specific damage attacks tags here;
viewtopic.php?f=12&t=17122

Try setting 'damage' to 1 and everything else to 0 (0 turns off damage, irrc, whilst -1 actively repairs)
by Gencool
Sat May 03, 2014 10:35 pm
Forum: Mod Development
Topic: [WIP][MOD]Crew Portrait Graphics
Replies: 16
Views: 7520

Re: Crew Portraits

Ohman that's amazing!
by Gencool
Sat May 03, 2014 10:28 pm
Forum: Mod Development
Topic: [WIP] [Steampunk] Lighter than air
Replies: 162
Views: 65988

Re: [WIP] [Steampunk] Lighter than air

So, I tested out a thought I'd had, but it didn't work, and came up with thie attached instead. The up/down walkcycles have a ladder over the top of the crewmember. It works surprisingly well, and since the character remains facing forward, the extra frame on the down cycle isn't too noticeable. The...