The Shipyard

Discuss and distribute tools and methods for modding. Moderator - Grognak
LaytheDragon
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Joined: Sat Feb 18, 2017 5:32 am

Re: The Shipyard

Postby LaytheDragon » Sat Apr 29, 2017 5:12 pm

TaxiService wrote:Yeah, i was about to link that but i'm slow af. Also check out glows in GIMP. The color used originally is #FFAABA, and i think a good width would be in the 20-30 pixels range but it depends mostly on your ship. Try multiple values, and be sure to add a dark background to check how the glow would actually look in space!

Updating ship graphics is not possible as far as i know, but you *could* maybe come up with an artillery weapon that, when bought from a store, could "add" parts to your ship; keeping in mind that whenever you jump to a new beacon those parts would disappear. :| like in this example, the animated parts are not included in the hull image and they disappear while jumping.


Chrono Vortex wrote:As for updating ship graphics mid-fight, the only way I can think to do that is making the entire ship a weapon animation.

What is this wizardry!? :0 Like, you mean a transparent hull image or is there a way to use an animation as the hull??


If a bomb weapon artillery were to target your own ship, would it still fire when not in combat? If so, this could be extended to moving ship parts both in or out of battle. For example, if this is possible, one could maybe try to make a visually-moving centrifuge that runs by "firing" an invisible, useless bomb on your ship (I might try this if possible). The hull itself would only include a black outline of the centrifuge in the example, or maybe the whole ship's "hull" would just be a black outline + glow (the whole ship could be part of the animation, just only certain parts moving), so jumping would look like your ship fades out into hyperspace in addition to creating a large flash. For just combat, one could make a "ramming" weapon as an extending and retracting part of a ship that deals damage every so-often to the other ship.
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Chrono Vortex
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Re: The Shipyard

Postby Chrono Vortex » Sun Apr 30, 2017 1:16 am

LaytheDragon wrote:If a bomb weapon artillery were to target your own ship, would it still fire when not in combat?

I've experimented with this before, and the answer is no. Bomb artillery weapons only target the enemy ship.
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John Luke Pack Hard
Posts: 112
Joined: Thu Nov 15, 2012 8:45 am

Re: The Shipyard

Postby John Luke Pack Hard » Sun Apr 30, 2017 9:55 am

Chrono Vortex wrote:I've experimented with this before, and the answer is no. Bomb artillery weapons only target the enemy ship.

Does this apply to artillery weapons in general? Do they only target the enemy ship?

I'll have to keep this in mind when programming artillery weapon behavior in Overdrive, perhaps implement a tag or setting that allows self-targeting options when modding artillery systems.
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R4V3-0N
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Re: The Shipyard

Postby R4V3-0N » Sun Apr 30, 2017 2:41 pm

John Luke Pack Hard wrote:
Chrono Vortex wrote:I've experimented with this before, and the answer is no. Bomb artillery weapons only target the enemy ship.

Does this apply to artillery weapons in general? Do they only target the enemy ship?

I'll have to keep this in mind when programming artillery weapon behavior in Overdrive, perhaps implement a tag or setting that allows self-targeting options when modding artillery systems.


From my experience, it only targets enemy ships.

Also from my memory the Artillery fires the same way enemy weapons fire hence why enemies never bomb themself or why their burst weapons fire all over the place.
R4V3-0N, a dreamer.
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Arfy
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Location: The S.S Maple

Re: The Shipyard

Postby Arfy » Sun Jul 09, 2017 8:20 pm

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Lamina
Posts: 64
Joined: Fri Jul 14, 2017 1:29 pm

Re: The Shipyard

Postby Lamina » Fri Jul 14, 2017 7:13 pm

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Last edited by Lamina on Sun Oct 08, 2017 8:07 pm, edited 1 time in total.
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mr_easy_money
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Re: The Shipyard

Postby mr_easy_money » Fri Jul 14, 2017 7:42 pm

Lamina wrote:It was meant as a player ship, but I realised It would be way to small.


too small? well then these https://subsetgames.com/forum/viewtopic ... 11&t=29609 can't possibly be player ships :twisted:
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Lamina
Posts: 64
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Re: The Shipyard

Postby Lamina » Fri Jul 14, 2017 9:53 pm

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Last edited by Lamina on Sun Oct 08, 2017 8:09 pm, edited 1 time in total.
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mr_easy_money
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Re: The Shipyard

Postby mr_easy_money » Sat Jul 15, 2017 1:55 am

Lamina wrote:I should have been more precise. I was thinking small in terms of having room for all systems - AE and Base.

If you really want to, you can stack systems. not such a good idea i'd say, especially if a man-able room is on the bottom 'cause then you can't man it, but possible and there are some player ships like that
Those ships you linked are really beautiful. Tiny boxes of doom. :D

Gencool makes great mods, every single one is great:

here's a list with links of them: https://www.reddit.com/r/ftlgame/commen ... s/d0ykej5/
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CurseDC
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Location: The Damn Moon

Re: The Shipyard

Postby CurseDC » Fri Aug 04, 2017 10:46 pm

Can anyone do gibs and cloak for this ship?
http://prntscr.com/g4isyu
The design is made by stargateprovider and I've already done rooms etc, so PM me if you want to help (I'm bad at this style of art :? )

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