What is your problem with making your mod? - Page 2

What is your problem with making your mod?

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

Lack of help.

:twisted:
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

Argh wrote:... There are literally THOUSANDS of units that people have made, available for FREE, on UnitUniverse. Just steal some and start going to town! ...
So, those units are free or not? I see no license anywhere...
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

They're free... however, they're still under the copyrights of their respective modders.

Not that it is very likely that anybody would object, if you used them to make a cool game with, so long as it was free and you did your best to credit the sources. It's not like putting together a credits list is hard or anything :P
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Ling_Lover
Posts: 100
Joined: 26 Sep 2006, 11:50

Post by Ling_Lover »

ok, once my exams are done (later this week) ill post my ideas for my mod...

probably better to get told its crap before i make it rather than while im making it...
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Naw... instead of posting up a lot of ideas... just do it. Seriously. If I spent all day theorizing about the next release of NanoBlobs, it'd never get done. Again, 99% of making a mod is about getting work done... not the ideas. Whatever your ideas are, so long as they are able to be done with Spring (and at this point, many game designs are possible)... then just do it. Everybody I've seen come here and post up their ideas never actually does anything. Sit down with NanoBlobs and the Wiki, and start doing stuff.
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Sit down with NanoBlobs and the Wiki, and start doing stuff.
I recently started.. :-)

Boring, but it'll pay off when I get to see 'em do stuff...
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Ling_Lover
Posts: 100
Joined: 26 Sep 2006, 11:50

Post by Ling_Lover »

lol,
the funny thing is, my plans are similar to nanoblobs (well, slightly... i can see similarities rather easily)

but i would like to get the ideas of people to maybe see improvements that i could make to my ideas, or even if something i want to do is impossible with the engine

i dont really know the limitations of the engine, so i dont want to start until im sure that its possible
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Study the Wiki. Ask questions in Snipa's thread. There are a lot of things that are possible in Spring, with the right workarounds.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Post by knorke »

too lazy to find and read the right tutorials.
If there was some very basic mod with 3 units I could probally copy and paste everything and learn by doing. like i did with quickbasic long ago..
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

NanoBlobs 0.63 has 14. One factory. Two builders. One static turret. The rest are mobile units of various flavors.

NanoBlobs 0.2 has ... 6, I think. About as small as it gets.

And I don't have a cure for lazy, sorry.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Post by knorke »

Yea, just rememberd that.
Iam searching for the version which still has TA units but only includes the nessecary movement classes and stuff. might be easier ;)
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Actually, no... the current version will be easier. Commented scripts, S3O models that can be worked with in UpSpring, and very clean files. I sincerely suggest the most modern version- the earliest ones are very ugly hacks, and the newest one is actually a lot cleaner.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Post by knorke »

hmkay. just would have liked messing up the ta units..
but thanks for the help ;) maybe you'll see something in the next weeks. maybe not.
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Ling_Lover
Posts: 100
Joined: 26 Sep 2006, 11:50

Post by Ling_Lover »

see, the main thing that id really want to do have is decent close combat...

is there any way to stop the units nudging each other out of the way?

should i not be asking this question here?
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Yeah, you can make them not nudge. The only problem (and this is minor) is that characters would have to be the same size, or larger ones would need much higher Mass values, so they won't get pushed. Other than that, HTH is quite possible. The hard part is doing the work... not getting that technical detail to work passably, honestly. At least the newest version of UpSpring supports some really nice features for animating characters, so you can finally have some stuff that is lively and entertaining if you are skilled.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

No, that's not enough. I've had melee units of the same type pushing each other around so same size doesn't fix the pushing.
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Use detonate in combination with a LOS weapon. :P

Instead of figuring out where the enemy is at simply have that unit when the LOS weapon fires, detonate a weapon right in front of it. Okay it would probably tear friendly units apart so there has to be some workaround for that too. I'll try to get one done and show some results or fail blantantly...
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VonGratz
Posts: 471
Joined: 03 May 2005, 05:25

Post by VonGratz »

Argh wrote:Time, and not having a content crew. I do the best I can ;)
Beside Im a not skilled modeller this phrase above applies exactly to me.
I need time to learn a lot about all, and it includes mainly uv mapping, new SPRING enhancements etc..
VonGratz :wink:
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BlackLiger
Posts: 1371
Joined: 05 Oct 2004, 21:58

Post by BlackLiger »

Lack of working tools.
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

KDR_11k wrote:No, that's not enough. I've had melee units of the same type pushing each other around so same size doesn't fix the pushing.
If i remember well from what has been discussed sometime lost in time and space, the unit pushing capabilities should be CrushStrength vs Mass (the same ones that deternime if unit can crush a corpse).
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