Search found 229 matches

by stargateprovider
Sat Aug 06, 2016 3:43 pm
Forum: Mod Development
Topic: The Shipyard
Replies: 292
Views: 198227

Re: The Shipyard

Sure, here you go: FTL GBA palette swap with dithering.ft. But again, its pretty wonky ingame. I guess it would work better with the original gameboys greenish colour palette, since health and systems wouldn't stick out as much, but there would still be random red UI elements and there seems to be ...
by stargateprovider
Sat Aug 06, 2016 3:28 pm
Forum: Working Mods
Topic: [MOD] Stations Job 1.21
Replies: 291
Views: 216913

Re: [MOD][WIP] Stations Job 0.h

Would it be possible to make CE compatible with the mod in a way that you can do things such as Socialize with your crew and other things? It took some time, but SJ should now be more compatible with CE and potentially other mods as well. I think. If you have CE installed, You can socialize with th...
by stargateprovider
Mon Aug 01, 2016 12:44 pm
Forum: Mod Development
Topic: An art request for crew sprites
Replies: 9
Views: 3887

Re: An art request for crew sprites

If the sprites look transparent, you could always add more layers. With every layer you add, the sprites become less transparent. Setting the alpha channel of the new layers to 1 may help as well.
by stargateprovider
Mon Aug 01, 2016 8:57 am
Forum: Mod Development
Topic: An art request for crew sprites
Replies: 9
Views: 3887

Re: An art request for crew sprites

yep
by stargateprovider
Sun Jul 31, 2016 8:57 am
Forum: Mod Development
Topic: An art request for crew sprites
Replies: 9
Views: 3887

Re: An art request for crew sprites

Ghost crew will simply use the human crew sprite at 50% transparency, you won't be able to change ghosts separately from humans if that was what you intended. Making an entire spritesheets for game factions is a pretty huge chunk of work that few modders have tackled so far, you'll probably have to...
by stargateprovider
Tue May 03, 2016 4:28 pm
Forum: Working Mods
Topic: [MOD] Stations Job 1.21
Replies: 291
Views: 216913

Re: [MOD][WIP] Stations Job 0.h

Hello, I'm no expert at modding-- hell-- I don't even know how to do anything with it besides install them, but I would like to make some Suggestions. #1 Would it be possible to make CE compatible with the mod in a way that you can do things such as Socialize with your crew and other things? #2 Wou...
by stargateprovider
Thu Apr 28, 2016 3:35 pm
Forum: Working Mods
Topic: Master Mod List - Advanced Edition
Replies: 218
Views: 820052

Re: Master Mod List - Advanced Edition

Thanks!
by stargateprovider
Thu Apr 28, 2016 11:30 am
Forum: Mod Development
Topic: replacing icons
Replies: 1
Views: 2687

Re: replacing icons

If you haven't unpacked the game's resources yet, do that using this tool http://www.ftlgame.com/forum/viewtopic.php?t=1920 . It will create 2 folders if you run it (dev_res and dev_data). Drone sprites are stored in this folder: dev_res\img\ship\drones You can edit their properties in dev_data\data...
by stargateprovider
Tue Apr 26, 2016 12:10 pm
Forum: Working Mods
Topic: [MOD] Stations Job 1.21
Replies: 291
Views: 216913

Re: [MOD][WIP] Stations Job 0.h

The Pirate Station (the one where the Kestrel is in vanilla) and Asteroid Base need shields at the start, they're so weak. Every time I tried them I was just SOL because I had to spend so much scrap on buying shields and upgrading that by the time I was in a good spot I was seeing ships with 2 shie...
by stargateprovider
Sat Apr 23, 2016 10:48 am
Forum: Working Mods
Topic: Master Mod List - Advanced Edition
Replies: 218
Views: 820052

Re: Master Mod List - Advanced Edition

I updated some of my old mods to AE. You can now add them to the list. http://www.ftlgame.com/forum/viewtopic.php?f=11&t=17390 http://www.ftlgame.com/forum/viewtopic.php?f=11&t=18915 http://www.ftlgame.com/forum/viewtopic.php?f=11&t=17431