I meant for an enemy ship. There isn't a way to use a weapon animation as the hull, but replacing the hull of an enemy ship with just a big weapon animation wouldn't make much of a difference, since it would only disappear if it jumped away. Wouldn't really work on a player ship unfortunately, your suggestion would probably be the best way to go for that.TaxiService wrote:What is this wizardry!? :0 Like, you mean a transparent hull image or is there a way to use an animation as the hull??Chrono Vortex wrote:As for updating ship graphics mid-fight, the only way I can think to do that is making the entire ship a weapon animation.
The Shipyard
- Chrono Vortex
- Posts: 275
- Joined: Thu Jun 25, 2015 8:51 pm
Re: The Shipyard
- Chrono Vortex
- Posts: 275
- Joined: Thu Jun 25, 2015 8:51 pm
Re: The Shipyard
I tried making some planets in FTL's art style that I'll probably never use. Here they are in order of size:











- RAD-82
- Posts: 796
- Joined: Sat Nov 09, 2013 12:16 am
Re: The Shipyard
Since there is talk about weapons as hulls, I will point out my attempt: Chain Vulcan 900. The download link is near the bottom of the post, since it was a bonus ship that didn't fit in with the main mod.
-
- Posts: 11
- Joined: Sat Feb 18, 2017 5:32 am
Re: The Shipyard
If a bomb weapon artillery were to target your own ship, would it still fire when not in combat? If so, this could be extended to moving ship parts both in or out of battle. For example, if this is possible, one could maybe try to make a visually-moving centrifuge that runs by "firing" an invisible, useless bomb on your ship (I might try this if possible). The hull itself would only include a black outline of the centrifuge in the example, or maybe the whole ship's "hull" would just be a black outline + glow (the whole ship could be part of the animation, just only certain parts moving), so jumping would look like your ship fades out into hyperspace in addition to creating a large flash. For just combat, one could make a "ramming" weapon as an extending and retracting part of a ship that deals damage every so-often to the other ship.TaxiService wrote:Yeah, i was about to link that but i'm slow af. Also check out glows in GIMP. The color used originally is #FFAABA, and i think a good width would be in the 20-30 pixels range but it depends mostly on your ship. Try multiple values, and be sure to add a dark background to check how the glow would actually look in space!
Updating ship graphics is not possible as far as i know, but you *could* maybe come up with an artillery weapon that, when bought from a store, could "add" parts to your ship; keeping in mind that whenever you jump to a new beacon those parts would disappear.like in this example, the animated parts are not included in the hull image and they disappear while jumping.
What is this wizardry!? :0 Like, you mean a transparent hull image or is there a way to use an animation as the hull??Chrono Vortex wrote:As for updating ship graphics mid-fight, the only way I can think to do that is making the entire ship a weapon animation.
- Chrono Vortex
- Posts: 275
- Joined: Thu Jun 25, 2015 8:51 pm
Re: The Shipyard
I've experimented with this before, and the answer is no. Bomb artillery weapons only target the enemy ship.LaytheDragon wrote:If a bomb weapon artillery were to target your own ship, would it still fire when not in combat?
-
- Posts: 112
- Joined: Thu Nov 15, 2012 8:45 am
Re: The Shipyard
Does this apply to artillery weapons in general? Do they only target the enemy ship?Chrono Vortex wrote:I've experimented with this before, and the answer is no. Bomb artillery weapons only target the enemy ship.
I'll have to keep this in mind when programming artillery weapon behavior in Overdrive, perhaps implement a tag or setting that allows self-targeting options when modding artillery systems.
- R4V3-0N
- Posts: 1291
- Joined: Sun Oct 06, 2013 11:44 am
Re: The Shipyard
From my experience, it only targets enemy ships.John Luke Pack Hard wrote:Does this apply to artillery weapons in general? Do they only target the enemy ship?Chrono Vortex wrote:I've experimented with this before, and the answer is no. Bomb artillery weapons only target the enemy ship.
I'll have to keep this in mind when programming artillery weapon behavior in Overdrive, perhaps implement a tag or setting that allows self-targeting options when modding artillery systems.
Also from my memory the Artillery fires the same way enemy weapons fire hence why enemies never bomb themself or why their burst weapons fire all over the place.
R4V3-0N, a dreamer.
- Arfy
- Posts: 206
- Joined: Mon Apr 11, 2016 4:14 am
Re: The Shipyard
I have some leftovers from abandoned projects, all of them are weapon sprites.
Some sneak-peaks of 2 of the weapon sprites:

Some sneak-peaks of 2 of the weapon sprites:


Discord: ATLAS#9226
- Lamina
- Posts: 64
- Joined: Fri Jul 14, 2017 1:29 pm
- mr_easy_money
- Posts: 626
- Joined: Fri May 29, 2015 9:05 pm
Re: The Shipyard
too small? well then these https://subsetgames.com/forum/viewtopic ... 11&t=29609 can't possibly be player shipsLamina wrote:It was meant as a player ship, but I realised It would be way to small.


Advanced Limited Time Offer! | Star Wars B-Wing Starships v1.6.1 | Garbage Bag v1.1b | Captain Surreal
Constructive criticism, not offensive criticism