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 Post subject: Destiny's workshop
PostPosted: Tue Aug 06, 2013 6:17 pm 
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Well, for the first post. Hello everyone! I've just downloaded BF, and immediatly went to the BFSM. And, well... This blocky thingie is my first ship. It's hard switching from pixel arting to sprite kitting. But well, here it is. I still have no idea how to switch the core's sprite to something looking more... 3D, so I decided to make it from the vanilla parts, and a single flare.
Image


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 Post subject: Re: Destiny's workshop
PostPosted: Tue Aug 06, 2013 9:11 pm 
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In case it wasn't obvious, most people here opt to simply build over the core sprite and pretend it doesn't exist.


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 Post subject: Re: Destiny's workshop
PostPosted: Tue Aug 06, 2013 9:14 pm 
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Well, I'd prefer to leave the core at least a little bit exposed, so it'll be possible for the ship to be destroyed. And I've seen people using different sprites for the core.


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 Post subject: Re: Destiny's workshop
PostPosted: Wed Aug 07, 2013 5:27 pm 
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Destiny's Player wrote:
Well, I'd prefer to leave the core at least a little bit exposed, so it'll be possible for the ship to be destroyed. And I've seen people using different sprites for the core.


The sections (sprites) can be destroyed, so you don't need to worry about that - weapon fire = damage, damage = no more sections

You can use different sprites, but there are really only a few. Right click on the core and there will be a drop-down menu, click change core sprite or something, and there are your options.

you seem to have flares, I don't think those are in the normal sprite packs, so I'll assume you have builder's repack or something...

and finally, --> This <-- is the latest stable release (Fighterbay)
If you run into problems opening other people's ships, this should fix nearly all of them.

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 Post subject: Re: Destiny's workshop
PostPosted: Wed Aug 07, 2013 8:26 pm 
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Thanks, when i downloaded it, it fixed most my problems, including the flat Core sprite, but excluding my lack of practice. I've downloaded Shining and DS Flares with the game, so that's why I have flares and stuff.
Also here's another ship, this time - with shiny parts. Pretty much as generic as it can get, but still.
Image
:LATER:
Here's another one, not as generic, but from what I see, not really better. Still, it was fun messing with the triggers.
Spoiler: show
ImageImage

Attachment:
File comment: This ship
Kabuto.sb4 [16.11 KiB]
Downloaded 107 times

For some reason, it doesn't want to spawn in Sandbox when I try it from the editor, instead spawning a ton of errors, while when I spawn it when I launch the game manually, it spawns perfectly. Can somebody explain why?


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 Post subject: Re: Destiny's workshop
PostPosted: Thu Aug 08, 2013 11:24 am 
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Hello, Destiny.

Both of the ships you've made look pretty decent, though I would recommend using custom sprites for your weapons. There is a huge contrast in the detail level and shading between shiny and stock section; the two types rarely fit together well. I would recommend using Horsemonster's weapon packs.

You also may want to lower the saturation levels of the yellow sections a bit. The contrast between the two colors you're currently using (Yellow+Dark Grey) seem to be a bit too much.

The layering of the two connectors (I don't know they're actually called) you're using also seem strange. Usually, connectors and similar structures are placed at the very bottom of a construct. (I'm talking about the ones located at (11,3), and (11, -3), assuming that the origin is located at the tip of the central thruster sprite)

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 Post subject: Re: Destiny's workshop
PostPosted: Thu Aug 08, 2013 5:59 pm 
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Destiny's Player wrote:
Here's another one, not as generic, but from what I see, not really better.


Looks kinda better


Destiny's Player wrote:
Still, it was fun messing with the triggers. For some reason, it doesn't want to spawn in Sandbox when I try it from the editor, instead spawning a ton of errors, while when I spawn it when I launch the game manually, it spawns perfectly. Can somebody explain why?


When you launch to sandbox it launches the normal game, this will give you tons of error messages.

When you launch it manually you use the fighterbay version, and it loads fine.

My solution = Keep the game open while shipmaker is open, when I finish a ship I tab to the game, start sandbox and load it in. Much faster than starting the game again each time.

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 Post subject: Re: Destiny's workshop
PostPosted: Sat Aug 10, 2013 11:03 pm 
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Well, here's another ship. Tried to make it like non-recovering shields or something. It's a support missile-carrier.
Image
Attachment:
File comment: Have no idea how to name it.
Shielder.sb4 [12.07 KiB]
Downloaded 100 times

P.S. This laptop I'm making these ships on is very bright, so I don't really have a lot of ideas about how it looks on a normally setup monitor.


Last edited by Destiny's Player on Sat Aug 10, 2013 11:09 pm, edited 1 time in total.

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 Post subject: Re: Destiny's workshop
PostPosted: Sat Aug 10, 2013 11:07 pm 
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Why not use the bubble shield instead of the deflectors because it's too bright to see any of the details

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 Post subject: Re: Destiny's workshop
PostPosted: Sat Aug 10, 2013 11:09 pm 
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CryoSleep wrote:
Why not use the bubble shield instead of the deflectors because it's too bright to see any of the details

First: they're not deflectors, they're just stylized sections. Second: I'm on a fighterbay release. Third: I thought it looked cool like that. I'll try to lower the brightness.
:LATER:
Image
Attachment:
File comment: Still have no idea how to name it.
Shielder Less Bright.sb4 [12.07 KiB]
Downloaded 99 times

Lowered the brightness. I don't know if better or worse, but.
::LATER::
Whoops, misplaced the fighterbay.


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 Post subject: Re: Destiny's workshop
PostPosted: Sun Aug 11, 2013 1:42 am 
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The Fighterbays and MIRVs still work on Bubbleshield release BF. Anyways, putting THAT aside, Very nice ships overall, And you actually started small, instead of a massive super dreadnought killing everything kind of ship.

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 Post subject: Re: Destiny's workshop
PostPosted: Sun Aug 11, 2013 3:22 am 
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Well, I make smaller ships because for some reason the bigger ships I make end up underpowered. I don't know why, but here's a try at something bigger or something. Couldn't find good colours for it, so just used the gray colour. I suggest to load the file, and look at how it opens, I've tried to make some machinery or something.
Spoiler: show
ImageImage

Attachment:
File comment: How to name it?
Ship or something.sb4 [19.96 KiB]
Downloaded 104 times

Also, for some reason, when I try to launch it in Sandbox, all the Doodads get away from their places. Why is that?


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 Post subject: Re: Destiny's workshop
PostPosted: Sun Aug 11, 2013 7:06 am 
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You are encountering the doodad placement error. They misbehave when on moving sections or turrets. I , personally, use my own solution for this, the FASDS sections. They are located in my sprite work thread in the custom content section of these forums.
They should help.

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 Post subject: Re: Destiny's workshop
PostPosted: Sun Aug 11, 2013 7:28 am 
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I say you need to work on your building aesthetic before jumping into triggered sections. Unfortunately, the only way to do this is to lurk and build more. Try looking at posts made by people with colored names (and Zalausai, but he always decks his stuff out for triggers :P) to try to get a feel for how sections work together.

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 Post subject: Re: Destiny's workshop
PostPosted: Mon Aug 12, 2013 5:15 am 
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Your most recent ships seem to be the best so far dispite the section work being a bit clumsy.
It's good to see that you already have a feel for BSF so soon, I still don't quite understand triggers And I've been here a year :P

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