FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308

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condonzack
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Re: FTL Captain's Edition 1.244/Inf 1.244/EL 1.242

Post by condonzack »

I re downloaded better planets- both of them. Neither worked, just like before.
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Sleeper Service
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Re: FTL Captain's Edition 1.244/Inf 1.244/EL 1.242

Post by Sleeper Service »

Russian Rockman wrote:I could attempt to animate those at some point... Since all of those all new characters are pretty stationary. That was one of the main problems I had with creating new animations.
Honey its a screen shot, half of those characters are actually not stationary at all. ;) You hinted on how to animate the hangar and of course I kind of went with that technique. You also never sent me your WIP stuff, so I have no idea how far you got. As far as I can tell the right side of the hangar can't be animated properly, cause the game uses mirrored duplicate of the repair lady and that will mess things up when using her anim sheet as a base for animations there. Did you try that anyway? How far did you get with animating the hangar?
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rannl
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Re: FTL Captain's Edition 1.244/Inf 1.244/EL 1.242

Post by rannl »

Russian Rockman wrote:
Sleeper Service wrote:Sure thing.
Niiiiicceee!!! ;)

I could attempt to animate those at some point... Since all of those all new characters are pretty stationary. That was one of the main problems I had with creating new animations.

Also , I like the addition of a few aliens, but I think there should be just a few more. I know the Mantis are hostile, but I think you could have a Mantis in there somewhere and 1-2 mor Engis couldn't hurt. The Federation is supposed to be this united front. Slugs may be pushing it though, but you could probably have 1. I understand not having Lanius and Crystal though obviously.
Very nice indeed. Great job!
Since Manti are notorius pirates and slavers, it might make sense having a Mantis captive in a cage, in some darker corner of the hangar ;)
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CrashSanders
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Re: FTL Captain's Edition 1.244/Inf 1.244/EL 1.242

Post by CrashSanders »

Captain's Edition spawns so much hilarious situations. Imagine me, having a Bulwark, with four brutal Rockmen and one puny Human on my deck. I get an empty beacon and decide to communicate with my Human. And guess what? He's secretly in love with someone on the ship and too shy to tell them about his feelings. I glanced at my crewmember list for a couple of minutes, trying to figure out why the hell a Human would be in love with a Rockman...
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IceMaverick
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Re: FTL Captain's Edition 1.244/Inf 1.244/EL 1.242

Post by IceMaverick »

Hey Sleeper Service, it's IceMaverick, you tune in to my stream on twitch to watch me fail pretty hard at your mod sometimes :P Anyways, I said that I had noticed a lot of typos and such in various events and have begun to screenshot each instance. So I now present to you my first collection of typos and errors! The files are named to give you a brief hint at where to start looking, and I've added my own suggestions on how to correct the errors in red to all of the pictures. More will follow as I find them and thanks for the wonderful mod! :D

Typo Corrections 1:
https://www.mediafire.com/?k8kigrq0cwhrrh7
Russian Rockman
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Re: FTL Captain's Edition 1.244/Inf 1.244/EL 1.242

Post by Russian Rockman »

Sleeper Service wrote:Honey its a screen shot, half of those characters are actually not stationary at all. ;) You hinted on how to animate the hangar and of course I kind of went with that technique. You also never sent me your WIP stuff, so I have no idea how far you got. As far as I can tell the right side of the hangar can't be animated properly, cause the game uses mirrored duplicate of the repair lady and that will mess things up when using her anim sheet as a base for animations there. Did you try that anyway? How far did you get with animating the hangar?
By "stationary" I meant they are not walking around like the Rock, but they can move and do animations still. :| I actually sent Gencool my WIP stuff a long time ago when he was working on animations and stuff. I was hoping to have him make some more interesting animations. But then he kind of disappeared...

If I had known you were going to do something like this I would have sent you all my WIP stuff... :roll: :roll: :roll: But it seems like you got along alright on your own.

I was able to add animations to the right hand side of the hangar by expanding upper-left-hand-corner-terminal-guy's animation sheet to be the same size as the hangar image. But of course those animations would be the "random" "terminal" animations. I ran into problems with the mirror image as well using repair-lady's animation, that's why I has to use the terminal animation and "stationary" characters. I'll have to check out exactly what you've done now that I know there are animations. Nice work! Especially if you found a way to get around the problems I had.
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Sleeper Service
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Re: FTL Captain's Edition 1.244/Inf 1.244/EL 1.242

Post by Sleeper Service »

How many frames did you use and how large was the actual image? Cause I wanted to have many frame for the left side (at this time assuming that the right side would actually work as a separate image), I defined a smaller frame size for the image. Extending the image all the way across the hangar does not seem optimal. I find that the absence of additional animation on the right does not show that much.
IceMaverick wrote:Hey Sleeper Service, it's IceMaverick, you tune in to my stream on twitch to watch me fail pretty hard at your mod sometimes :P Anyways, I said that I had noticed a lot of typos and such in various events and have begun to screenshot each instance. So I now present to you my first collection of typos and errors!
Hey Ice, great job! I'll work these in for the next updates. Thanks for your help.
condonzack wrote:I re downloaded better planets- both of them. Neither worked, just like before.
Re-download CE and its related files then?
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Russian Rockman
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Re: FTL Captain's Edition 1.244/Inf 1.244/EL 1.242

Post by Russian Rockman »

Sleeper Service wrote:How many frames did you use and how large was the actual image? Cause I wanted to have many frame for the left side (at this time assuming that the right side would actually work as a separate image), I defined a smaller frame size for the image. Extending the image all the way across the hangar does not seem optimal. I find that the absence of additional animation on the right does not show that much.
I was using about 12 frames I think, twice as many as you have right now. Lets just say the image was really freaking long... Extending the image all the way across the screen is indeed not optimal, but it worked for me. If you want to animate the right side at all, that is what I would suggest. Here's something I found useful. You can copy the actual background into each frame of the animation. Since it doesn't move it doesn't make a difference, but it makes placement easier. You could also remove it easily with layers if you really wanted to.

The subtle movements you have at the moment are exactly what I wanted to have. The subtle movements of the Engi and Human in conversation and the movement of the security guard's head. At the moment though I think they are moving just a bit too much. Maybe its just me, but I think you should maybe increase the number of frames on the animation so they are in their default "poses" more often. The repair drone is fine.
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Sleeper Service
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Re: FTL Captain's Edition 1.244/Inf 1.244/EL 1.242

Post by Sleeper Service »

Russian Rockman wrote:I was using about 12 frames I think, twice as many as you have right now. Lets just say the image was really freaking long... Extending the image all the way across the screen is indeed not optimal, but it worked for me. If you want to animate the right side at all, that is what I would suggest.
Did you test if that actually works ingame? Cause image sizes beyond 2000 did not work for me on other circumstances (as explosions and such). Yet again that was pre AE...
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Russian Rockman
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Re: FTL Captain's Edition 1.244/Inf 1.244/EL 1.242

Post by Russian Rockman »

Sleeper Service wrote:
Russian Rockman wrote:I was using about 12 frames I think, twice as many as you have right now. Lets just say the image was really freaking long... Extending the image all the way across the screen is indeed not optimal, but it worked for me. If you want to animate the right side at all, that is what I would suggest.
Did you test if that actually works ingame? Cause image sizes beyond 2000 did not work for me on other circumstances (as explosions and such). Yet again that was pre AE...
Yes, I always test stuff. I think it even worked at about 20,000 pixels long in this case.
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