I need some help.
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Re: I need some help.
Well, it just doesn't exist in the game.
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- Joined: Fri Nov 16, 2012 11:45 pm
Re: I need some help.
TheNewbie wrote:Well, it just doesn't exist in the game.
Attach your animations xml file.
You are the weak, and I am the tyranny of evil men - but I'm trying, I'm trying real hard to be the shepherd.
"Wow, that Kieve guy is one angsty nerd eh."
Sonata - "Best use of Common Lisp in an indie space roguelike!"
"Wow, that Kieve guy is one angsty nerd eh."
Sonata - "Best use of Common Lisp in an indie space roguelike!"
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Re: I need some help.
My small brother is playing computer games. As soon as he will take a break, I will upload it.
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Re: I need some help.
It says : The extension xml is not allowed.
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- Posts: 194
- Joined: Fri Nov 16, 2012 11:45 pm
Re: I need some help.
Then just paste the relevant snippets using the "Code" button.
You are the weak, and I am the tyranny of evil men - but I'm trying, I'm trying real hard to be the shepherd.
"Wow, that Kieve guy is one angsty nerd eh."
Sonata - "Best use of Common Lisp in an indie space roguelike!"
"Wow, that Kieve guy is one angsty nerd eh."
Sonata - "Best use of Common Lisp in an indie space roguelike!"
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Re: I need some help.
projectile:
weapon anim. :
anim sheet :
Code: Select all
<animSheet name="battleship_crusher_pulse" w="300" h="30" fw="75" fh="30">weapons/devestation_pulse_shot_strip</animSheet>
Code: Select all
<anim name="battleship_crusher_pulse">
<sheet>battleship_crusher_pulse</sheet>
<desc length="4" x="0" y="0"/>
<time>0.1</time>
</anim>
weapon anim. :
Code: Select all
<weaponAnim name="battleship_crusher_pulse">
<sheet>battleship_crusher_pulse</sheet>
<desc length="7" x="0" y="0"/>
<chargedFrame>4</chargedFrame>
<fireFrame>6</fireFrame>
<firePoint x="18" y="1"/>
<mountPoint x="6" y="58"/>
</weaponAnim>
anim sheet :
Code: Select all
<animSheet name="battleship_crusher_pulse" w="336" h="80" fw="28" fh="80">weapons/devestation_pulse_strip</animSheet>
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- Posts: 194
- Joined: Fri Nov 16, 2012 11:45 pm
Re: I need some help.
1. You need file extensions in your animsheets, i.e. "weapons/devestation_pulse_shot_strip" should be "weapons/devestation_pulse_shot_strip.png" (or, for extra bonus points, "weapons/devastation_pulse_shot_strip.png").
2. Your weapon and projectile animSheets have the same name (they shouldn't).
3. For the weapon, w="336"/fw="28" and desc length="7" don't agree with each other. Can you see why?
2. Your weapon and projectile animSheets have the same name (they shouldn't).
3. For the weapon, w="336"/fw="28" and desc length="7" don't agree with each other. Can you see why?
You are the weak, and I am the tyranny of evil men - but I'm trying, I'm trying real hard to be the shepherd.
"Wow, that Kieve guy is one angsty nerd eh."
Sonata - "Best use of Common Lisp in an indie space roguelike!"
"Wow, that Kieve guy is one angsty nerd eh."
Sonata - "Best use of Common Lisp in an indie space roguelike!"
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- Joined: Thu Mar 28, 2013 9:56 am
Re: I need some help.
Thanks! I'll try my best to fix this.
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- Joined: Thu Oct 04, 2012 11:17 am
Re: I need some help.
The "7 frames" thing was not meant to be precise. It was something between 5 and 9, I don't remember exactly. The point is, the game only works with certain numbers of frames in the "charging" section, and not others. The same goes for firing.
I think something like:
1 uncharged frame
~5 charging frames
1 charged frame
~ 3 frames (first half of fire animation)
~ fire frame
~ 3 frames (second half of fire animation)
would work ok. Basically if you want a weapon with a complete set of frames, look at the burst laser mk2 or 3. They are a good reference, for laser weapons, because you can see exactly how many individual charging frames you get, etc.
For weapons with a glow charging, it's also quite easy, because that generally doesn't break. You just have to keep in mind that the firing part of the animation has a separate set number of frames the game expects. Check the stock beam animation sheets, making sure your fireframe, charged frame etc all match up numerically, as does the total number of frames. Then your animation should work without problem.
I think something like:
1 uncharged frame
~5 charging frames
1 charged frame
~ 3 frames (first half of fire animation)
~ fire frame
~ 3 frames (second half of fire animation)
would work ok. Basically if you want a weapon with a complete set of frames, look at the burst laser mk2 or 3. They are a good reference, for laser weapons, because you can see exactly how many individual charging frames you get, etc.
For weapons with a glow charging, it's also quite easy, because that generally doesn't break. You just have to keep in mind that the firing part of the animation has a separate set number of frames the game expects. Check the stock beam animation sheets, making sure your fireframe, charged frame etc all match up numerically, as does the total number of frames. Then your animation should work without problem.
- Metzelmax
- Posts: 364
- Joined: Wed Sep 26, 2012 7:59 am
Re: I need some help.
The frame count shouldnt be that much of an issue.
I have made Laser weapons with 10 frames of which 1 is depowered, 7 power up, 1 charged and one fireing. FTL let's you a great amount of freedom there.
As long as the fire/charge frames are rightly defined there should be no problem.
I have made Laser weapons with 10 frames of which 1 is depowered, 7 power up, 1 charged and one fireing. FTL let's you a great amount of freedom there.
As long as the fire/charge frames are rightly defined there should be no problem.