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joeyslucky22

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  1. Like
    joeyslucky22 reacted to Omegapl in Sleeping Bags! (Need some help with implementation)   
    Like EnigmaGrey said tilesheets are used to make texture packs . I don't know how to import packed texture in lua.
    I was bored this evening so I remade RoboMat's mod into sleeping bags but I got stuck and I couldnt load these textures
    Edit: I managed to load packed textures but they dont have proper names anymore. Their names are just numbers with same prefix. Becouse textures in sprite sheet are placed irregularly its hard to find out position in which they should appear on the map 
  2. Like
    joeyslucky22 reacted to EnigmaGrey in Sleeping Bags! (Need some help with implementation)   
    In this case you'd place the sprite in \mods\sleepingbags\media\textures\ for single objects in a png file. For tilesheets it's . . . well, haven't quite figured that out yet. You use Tiled to pack tilesheets into a texturepack then place it in \texturepacks\ rather than \textures.

    To call them from the game, it's going to depend on what the base object is, I believe. For example,
     
    ISBuildMenu.doBuildMenu = function(player, context, worldobjects, test)    local square = nil;    local buildOption = context:addOption(getText("ContextMenu_Build"), worldobjects, nil);    local subMenu = ISContextMenu:getNew(context);    context:addSubMenu(buildOption, subMenu);        ISBuildMenu.buildCompostBinMenu(subMenu, player)endISBuildMenu.buildCompostBinMenu = function(subMenu, player)    local sprite = {}    sprite.sprite = "media/textures/compostbin.png"    sprite.northSprite = "media/textures/compostbin.png"    sprite.eastSprite = "media/textures/compostbin.png"    local crateOption = subMenu:addOption("Compost Bin", worldobjects, ISBuildMenu.onCompostBin, square, sprite, player)    endISBuildMenu.onCompostBin = function(worldobjects, square, sprite, player)    local compostBin = ISWoodenContainer:new(sprite.sprite, sprite.northSprite);    compostBin.renderFloorHelper = true    compostBin.canBeAlwaysPlaced = true;    compostBin:setEastSprite(sprite.eastSprite);    compostBin.player = player    getCell():setDrag(compostBin, player);endThis is all new to me, so.

    Shared should be fine. Both Shared and Client are loaded when the game boots up, or when a mod is selected in single player.
  3. Like
    joeyslucky22 got a reaction from false_chicken in Sleeping Bags! (Need some help with implementation)   
    From my post on reddit: I just couldn't wait any longer so I made a few in blender + photoshop and put together the tileset in TileZed.
    I'm not a complete inept n00b when it comes to coding, I've got the basics down, but after 4 hours of attempting to get my mod working, I threw in the towel.
    If anyone here is capable or interested in modding sleeping bags into PZ, here are my source files (Tileset / Icons / TileZed building / Blender Files):
    http://joeflashedme.com/pz/JoeysLucky22_SleepingBags.zip
     
    Feel free to use them however and wherever you wish. The two sleeping bags with spiffio on them have a drawing from the PZ artist so don't use those if you plan on using these in any other unrelated projects.
     
    Anyways, here is what I was trying to do:
    Build & pack a sleeping bag as you would a tent Craft a sleeping bag with:

    recipe Make Sleeping Bag Kit {Pillow,
    Sheet,
    RippedSheets = 10,

    Result:SleepingBagKit,
    Time:50.0,

    }
     
    I was looking through the camping LUAs and tried to replicate tents but failed miserably. If anyone does manage to get these working properly in game, my hats off to you! Let me know too because I just want to have sleeping bags in PZ already!
  4. Like
    joeyslucky22 got a reaction from Gustav in Sleeping Bags! (Need some help with implementation)   
    From my post on reddit: I just couldn't wait any longer so I made a few in blender + photoshop and put together the tileset in TileZed.
    I'm not a complete inept n00b when it comes to coding, I've got the basics down, but after 4 hours of attempting to get my mod working, I threw in the towel.
    If anyone here is capable or interested in modding sleeping bags into PZ, here are my source files (Tileset / Icons / TileZed building / Blender Files):
    http://joeflashedme.com/pz/JoeysLucky22_SleepingBags.zip
     
    Feel free to use them however and wherever you wish. The two sleeping bags with spiffio on them have a drawing from the PZ artist so don't use those if you plan on using these in any other unrelated projects.
     
    Anyways, here is what I was trying to do:
    Build & pack a sleeping bag as you would a tent Craft a sleeping bag with:

    recipe Make Sleeping Bag Kit {Pillow,
    Sheet,
    RippedSheets = 10,

    Result:SleepingBagKit,
    Time:50.0,

    }
     
    I was looking through the camping LUAs and tried to replicate tents but failed miserably. If anyone does manage to get these working properly in game, my hats off to you! Let me know too because I just want to have sleeping bags in PZ already!
  5. Like
    joeyslucky22 got a reaction from Geras in Sleeping Bags! (Need some help with implementation)   
    From my post on reddit: I just couldn't wait any longer so I made a few in blender + photoshop and put together the tileset in TileZed.
    I'm not a complete inept n00b when it comes to coding, I've got the basics down, but after 4 hours of attempting to get my mod working, I threw in the towel.
    If anyone here is capable or interested in modding sleeping bags into PZ, here are my source files (Tileset / Icons / TileZed building / Blender Files):
    http://joeflashedme.com/pz/JoeysLucky22_SleepingBags.zip
     
    Feel free to use them however and wherever you wish. The two sleeping bags with spiffio on them have a drawing from the PZ artist so don't use those if you plan on using these in any other unrelated projects.
     
    Anyways, here is what I was trying to do:
    Build & pack a sleeping bag as you would a tent Craft a sleeping bag with:

    recipe Make Sleeping Bag Kit {Pillow,
    Sheet,
    RippedSheets = 10,

    Result:SleepingBagKit,
    Time:50.0,

    }
     
    I was looking through the camping LUAs and tried to replicate tents but failed miserably. If anyone does manage to get these working properly in game, my hats off to you! Let me know too because I just want to have sleeping bags in PZ already!
  6. Like
    joeyslucky22 reacted to nasKo in Mondoid Reposts   
    OH NO it’s a Mondoid written by your least-favourite Mondoid writterer, Binky. Sorry but, you know, we have to share this stuff out occassionally to give the only person actually qualified to write words which don’t compile (that’s Will, in case it wasn’t obvious – Lemmy’s words mostly compile just fine) a break from time to time.
     
    The Indie Stone, United Kingdom
    So. Hmm… right, yes. First thing – we mentioned we were getting an office, but this Mondoid I can present photographic evidence. Quite how much this affects our status as indie developers is a little unclear at this stage. There are glass walls, so I imagine working in our underpants is a little inadvisable – at least in the short-term.

     
    Forgive the mess but we’ve only just got the desks built – also, this image is a rare opportunity to see what Paul looks like when he’s not wearing a hat. He looks mostly the same except without a hat, surprisingly. The room definitely needs more Spiffo, but we’ll get to that in time. Still, it’s pretty awesome and we’re chuffed to bits.
    The Indie Stone, France
    Romain has also been beavering away expanding the trapping stuff BUT before we get to that, there’s something MUCH more important to discuss. Yes, if you thought we’d already devoted way too much time to the “Pancakes vs Waffles” argument, the “should you put egg in your beef burger patty mix?” discussion (the answer is yes) is giving it a run for its money.
    Romain, however, has two important characteristics which impact heavily on this debate. Firstly, he’s French (I’ll leave it entirely up to you to decide if and how that’s actually important). Secondly, he’s in control of implementing the recipes into Zomboid which means he can sneakily decide to omit eggs and not tell us about it.
    So given that he has, frankly, horrifically abused his recipe-implementing priviledges AND only today openly mocked us via Twitter by asserting that Spiffo burgers themselves do not contain egg, I thought I’d abuse my blog-writing priviledges to retaliate. So HA! HA, Romain, HA! I have included evidence below:

     
     
    Where was I? Oh yes, trapping.
    So, when Romain isn’t ruining perfectly good recipes he’s implementing trapping. We covered this fairly in-depth a couple of Mondoids ago but we’d like to show you a screen showing you the way that the “zoning” works. Zones are used to identify what sort of thing should be where – it’s a similar system to the way that distributing loot works in that you need control over kitcheny stuff mostly appearing in kitchens and not bathroom cabinets.
    So on this picture of Muldraugh you can see the wildlife zones as they exist so far. In the more built up areas (more red) there’d be less wildlife. The sorts of zones we have in the game include town, road, forest, vegetation, deep forest, trailer park, etc. If you intend to make a map mod, you’ll need to place these zones in the World Editor.

     
    The Indie Stone, Canada
    Once upon a time, we had items physically displaying on shelves and while that was quite nice in theory what it actually resulted in was a bit of a mess. The inventory items weren’t really designed to appear on shelves so you ended up with weirdly positioned items which weren’t scaled particularly accurately relative to each other (the icons are designed to be readable in your inventory screen so all occupy similar space regardless of physical size). It was also messy and fiddly to click. So we ditched that with the result that the world felt a little empty. You’d click on an empty shelf to find it chock full of books, boxes of nails, etc. Clearly we needed some way to tell empty shelves from full shelves at a distance.
    What we’ve decided upon is multiple versions of the container assets – empty, half-full, full – so that you can tell the difference between well-stocked and unstocked containers from a distance, even if the items displayed aren’t exact. While it would be nice to see everything 1:1, as I’ve said this results in a bit of a mess in practice whereas this way, Mash gets to draw nice neat alternate assets and everything looks a little swankier as a result. You can see an image of this from within the game below:

    I should note that in that image, we’ve deliberately set the buildings to have a large amount of loot. Buildings will not tend to be as well stocked as that in the actual game.
    Other News
    Thanks to everyone who bought Zomboid during the Humble Store Spring Sale, we were invited to participate in the “review sale”. If I’m honest, I’m not 100% sure what a “review sale” is, but that’s what they called it in the email and I don’t suppose it really matters. What *is* important is you can snap PZ up for less *and* support charity for another day or two. Hooray!
    You can find the Humble Store here!
     
    The final thing I’d like to say is a gentle reminder that our swanky e-mail announcement thingummywhatsit is up and running so you can get a notification of when we do stable builds, unstable builds, Mondoids, etc tenderly deposited into your favourite e-mail delivery system.
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