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PostPosted: Tue Jul 02, 2013 2:21 am 
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It's a bit late because of exams, but it was bound to get finished eventually.

BubbleShield Beta Release

audio before YouTube muted it: http://www.youtube.com/watch?v=jemhUn8_3PY
=-.~greetz go out to vidboi for the ships~.-=
=-.~hope you don't mind~.-=


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The module's EDIT tab.

The Eng. Cost field denotes the amount of energy required to dissipate 1 HP of damage, whereas the Start Cost is the amount of energy that must be regenerated before the shield restarts.

Release Features
- A new module called the BubbleShield allows you to add classic scifi-style shields to your ships.
- Not necessarily round! Customize the shield sprite as well as the stencils left on shields by weapon impacts.
- Also includes save file optimizations that should reduce the size of .sb4 and .shp files by... not a lot if you use a lot of doodads, but it's still around 30 to 50%. Why does this matter? The older members should know several examples of ships being swallowed by the infamous “codelimit”.
- EMP Torpedoes now deal damage. (I had a feeling the Jian's main guns were underpowered.)
- May have fixed some of the FighterBay bugs.
- Lots of new bugs for you to find.

Bugs caught
- Custom shields not working
- Non-square shields not working

Download here: (beta3.5)
http://puu.sh/3tdPU.zip


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PostPosted: Tue Jul 02, 2013 3:14 am 
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Admiral
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Whoo!
First post btw.

Edit* After playing, I can say that the custom shield sprite doesn't work. It always goes back to default every time it's loaded.

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PostPosted: Tue Jul 02, 2013 5:39 am 
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Whelp, can't say I saw that one coming. Not sure how it slipped by.

Whatever the case, it's good that you caught it. I updated the download link: custom sprites should work on the new one.


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PostPosted: Tue Jul 02, 2013 6:58 am 
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Another weird thing with custom shields. I used one that only covered the front half, yet only the very tip of the shield appeared.

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PostPosted: Tue Jul 02, 2013 2:54 pm 
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It's like a whole new game...
Seriously though, this is awesome, thank you! For the longest time we were told nothing could be improved in the game by the members and yet so many features have been added. This makes me very happy!


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PostPosted: Tue Jul 02, 2013 4:10 pm 
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Seems this is going the way of the ThrusterDX build, with several features broken at release. It seems I'm just a pathologically absent-minded person.

That said, I've caught that bug along with several issues with splash damage interaction, mirroring and animated shields. It should work well enough now.


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PostPosted: Tue Jul 02, 2013 9:32 pm 
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The Tutorialist
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We should understand and agree how custom bubbleshield sprites are handled.
What folder should they be put into in the custom sprites folder?
Are they exported like normal custom sprites or do they have to be manually exported like doodads?

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Zalausai's Tutorial Index

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I stop in from time to time to check in on the community. Though I don't spend much time with shipmaker anymore, I can take requests or write a tutorial for someone.
Proud parent since: 8/15/2013 (Baby Boy)

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PostPosted: Tue Jul 02, 2013 10:07 pm 
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Quote:
What folder should they be put into in the custom sprites folder?

Anywhere is fine, but as with everything, try to keep them neatly arranged in folders instead of root.

Quote:
Are they exported like normal custom sprites or do they have to be manually exported like doodads?

They're exported like normal custom sprites.

One thing you should remember when making these is that stencils are only drawn on the hitbox. If the center of your shield sprite is transparent, stencils won't be drawn there. You'll need to fill it with a uniform 1,1,1 color to avoid this.


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PostPosted: Tue Jul 02, 2013 11:53 pm 
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How do the stencil thingies work, anyway? Can they be animated, or single frame? Auto-fade, or what?

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PostPosted: Wed Jul 03, 2013 12:23 am 
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Quote:
How do the stencil thingies work, anyway? Can they be animated, or single frame? Auto-fade, or what?

The default one is animated, but single-frame ones also work. All stencils will sit on the shield and loop their animations, whilst fading at a rate defined by the Fade Speed stat.

I made the default stencil from some pic I found on GIS (I think I searched "HEX ANIMATION" or something of the sort). Another good one is spheretiny.png from the DDC_Flares pack.

ImageImage


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PostPosted: Wed Jul 03, 2013 2:49 am 
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God, I feel like the bringer of bad news.
The shield projects itself backwards in shipmaker.

And these weird errors I've never seen before.
Spoiler: show
ERROR in
action number 1
of Step Event
for object NanoMatrix:

Error in code at line 7:
if instance_exists(targ) && targ.object_index != PlayerShield && targ.object_index != EnemyShield then

at position 43: Unknown variable object_index


Spoiler: show
ERROR in
action number 1
of Collision Event with object PlayerShield
for object Overcharge:

Error in code at line 19:
if other.l_owner.object_index != PlayerCivilian && other.l_owner.l_thrust > 0 then

at position 75: Unknown variable l_thrust

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PostPosted: Wed Jul 03, 2013 3:35 am 
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I strangely got an error regarding the Thruster EX build:

ERROR in
action number 1
of Draw Event
for object ThrusterEx:

Trying to draw non-existing sprite.

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Fleet Version 1.8 is finally available for download!
http://www.wyrdysm.com/phpBB3/viewtopic.php?f=70&t=7081


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PostPosted: Fri Jul 05, 2013 10:36 pm 
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Is this BSF 2 or something? I'm new here and have no idea what's happening.

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PostPosted: Fri Jul 05, 2013 10:42 pm 
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Admiral
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It's a custom build. It wasn't made by th15. So technically, it's a hacked version with several new modules.

That said, bubbleshields do not get along with nanomatrixes or those powerups.

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PostPosted: Fri Jul 05, 2013 10:54 pm 
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Eh, okay. What's up with the weird cores and rectangles around them?

Wait. If he gave you people the source, why doesn't he simply let the project over to you and call it official?

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