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Re: How did they make MIRV and FighterBay?

Posted: Wed Jan 15, 2014 2:21 am
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.

Re: How did they make MIRV and FighterBay?

Posted: Thu Jan 16, 2014 7:06 am
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.

Re: How did they make MIRV and FighterBay?

Posted: Thu Jan 16, 2014 11:08 am
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?

Re: How did they make MIRV and FighterBay?

Posted: Fri Jan 17, 2014 1:14 am
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

Re: How did they make MIRV and FighterBay?

Posted: Fri Jan 17, 2014 12:31 pm
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?

Re: How did they make MIRV and FighterBay?

Posted: Fri Jan 17, 2014 2:07 pm
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...

Re: How did they make MIRV and FighterBay?

Posted: Fri Jan 17, 2014 2:16 pm
by Sulkeis
Do you not like the blaster sprites? I can edit them easily.

Re: How did they make MIRV and FighterBay?

Posted: Fri Jan 17, 2014 2:29 pm
by -Desert-
They look worse than the original, for now I'd just stick with those until you have some better sprites..

Re: How did they make MIRV and FighterBay?

Posted: Fri Jan 17, 2014 3:19 pm
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.