How did they make MIRV and FighterBay?

Discuss all things Battleships Forever that aren't Ships and Shipmaker - Missions, Development, etc.!

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Doogie12
Admiral
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Re: How did they make MIRV and FighterBay?

Post by Doogie12 »

It wasn't really directed at you, but the potential for it happening was there. Other people have asked for it many times in the past, so his post was necessary.
naysayers will be shot
Sulkeis
Lieutenant, Junior Grade
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Re: How did they make MIRV and FighterBay?

Post by Sulkeis »

Lots of new features, including mirroring, which is my first function for sandbox mode... And it was a pain in the ass to make. The amount of ds_lists I had to use to link parents made my head spin, but it's all over now.
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Sulkeis
Lieutenant, Junior Grade
Lieutenant, Junior Grade
Posts: 13
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Re: How did they make MIRV and FighterBay?

Post by Sulkeis »

Dubbleposts are okay if content rite!?

http://www.youtube.com/watch?v=ugJ6SY-j ... e=youtu.be

Lots content WOW!!!!!!!!!!!!!!!!!

The aegis deflector effect was easy to make in all actuality, and I wanted to get targeted modules out of the way, so I put in a booster with it... Except I didn't bother showing it because its effects aren't done. How the hell did you do the triangle effect to the weapon it targets?
-Desert-
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Re: How did they make MIRV and FighterBay?

Post by -Desert- »

Interesting colour system: picking a colour gives you sections in that colour, something that I could see being useful in the actual Shipmaker.
However, if you want to make a Shipmaker 2 you still have a long way to go :P
Quite frankly I wonder why I ever began making ships for this. You see, my work never becomes quite as good as I feel it deserves to.
Sulkeis
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Joined: Mon Feb 04, 2013 4:08 am

Re: How did they make MIRV and FighterBay?

Post by Sulkeis »

Finally done with the saving/loading system... The worst is out of the way.

Here's how the file looks for a simple Hestia with side deflectors, 2 blasters, and 4 blinking doodads per front wing.
Spoiler!
nCor,100,2,0.30,10,80.81,65280,0,1,1,0,Newborn
nSec,1,77.78,32.02,128.66,\Ship Sprites\Stock\BSF_Stock01.png,1,0,1,1,65280,0,1,0
nSec,2,68.96,25,90,\Ship Sprites\Stock\BSF_Stock02.png,1,0,1,1,65280,0,3,1
nSec,3,100.13,40.31,29.74,\Ship Sprites\Stock\BSF_Stock03.png,1,0,1,1,65280,0,5,2
nSec,10,77.78,32.02,231.34,\Ship Sprites\Stock\BSF_Stock01.png,1,0,1,-1,65280,0,2,0
nSec,11,68.96,25,270,\Ship Sprites\Stock\BSF_Stock02.png,1,0,1,-1,65280,0,4,1
nSec,12,100.13,40.31,330.26,\Ship Sprites\Stock\BSF_Stock03.png,1,0,1,-1,65280,0,6,2
nWep,4,96.40,15.81,341.57,sWeaponBlaster,0,0,1,1,16777215,0,5.00,0
nWep,13,96.40,15.81,18.43,sWeaponBlaster,0,0,1,1,16777215,0,6.00,0
nMod,5,58.98,15.81,161.57,sModuleDeflector,0,0,1,1,4645887,0,3.00,0
nMod,14,58.98,15.81,198.43,sModuleDeflector,0,0,1,1,4645887,0,4.00,0
nDoo,6,105.96,18.25,189.46,sDoodadBlinker,0.25,0,1,1,16777215,0,5.00,0
nDoo,7,105.51,12.37,194.04,sDoodadBlinker,0.25,0,1,1,16777215,0,5.00,0
nDoo,8,102.60,9,180,sDoodadBlinker,0.25,0,1,1,16777215,0,5.00,0
nDoo,9,103.33,15,180,sDoodadBlinker,0.25,0,1,1,16777215,0,5.00,0
nDoo,15,105.96,18.25,170.54,sDoodadBlinker,0.25,0,1,1,16777215,0,6.00,0
nDoo,16,105.51,12.37,165.96,sDoodadBlinker,0.25,0,1,1,16777215,0,6.00,0
nDoo,17,102.60,9,180,sDoodadBlinker,0.25,0,1,1,16777215,0,6.00,0
nDoo,18,103.33,15,180,sDoodadBlinker,0.25,0,1,1,16777215,0,6.00,0
nPar,1,0
nPar,2,1
nPar,3,0
nPar,4,3
nPar,5,2
nPar,6,3
nPar,7,3
nPar,8,3
nPar,9,3
nPar,10,0
nPar,11,10
nPar,12,0
nPar,13,12
nPar,14,11
nPar,15,12
nPar,16,12
nPar,17,12
nPar,18,12
nTar,5,2
nTar,14,11
I took tons of hints from the original on how to do it... Unfortunately they're incompatible with BSF due to the lack of options, missing commands, different argument patterns, etc.

Actually, how does Shellcore Forever sound?
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-Desert-
Captain
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Location: A place with sand, lots of sand.

Re: How did they make MIRV and FighterBay?

Post by -Desert- »

What the fuck did you do to the blaster sprites?

Anyway, it sounds like a slightly cheesy combination of Schellcore Command and BSF. I know people use the current Shipmaker for their own ships, and this could turn out more useful for them than it is for us...
Quite frankly I wonder why I ever began making ships for this. You see, my work never becomes quite as good as I feel it deserves to.
Sulkeis
Lieutenant, Junior Grade
Lieutenant, Junior Grade
Posts: 13
Joined: Mon Feb 04, 2013 4:08 am

Re: How did they make MIRV and FighterBay?

Post by Sulkeis »

Do you not like the blaster sprites? I can edit them easily.
-Desert-
Captain
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Joined: Wed Nov 13, 2013 12:43 am
Location: A place with sand, lots of sand.

Re: How did they make MIRV and FighterBay?

Post by -Desert- »

They look worse than the original, for now I'd just stick with those until you have some better sprites..
Quite frankly I wonder why I ever began making ships for this. You see, my work never becomes quite as good as I feel it deserves to.
th15
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Re: How did they make MIRV and FighterBay?

Post by th15 »

Take your own projects elsewhere. Clearly this has nothing to do with BSF now.

And get your own content while you're at it.
Sean 'th15' Chan
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