Search found 20 matches
- Mon Sep 03, 2012 9:57 am
- Forum: » Stage - Space
- Topic: Chimera Beam [Space weapon] Finished!
- Replies: 9
- Views: 16670
Re: Chimera Beam [Space weapon] Finished!
Well....it's finished!
- Wed Aug 29, 2012 8:00 pm
- Forum: Mod Help
- Topic: More errors when I try to make space tools
- Replies: 0
- Views: 3060
More errors when I try to make space tools
So as some of you may know, I recently made the Chimera Beam mod, a new space tool. I got it up and running and in the trade menu, and, in my latest unlreleased version, have gotten a custom name and icon up for it. However, the custom detail description is NOT working, and the custom icon only show...
- Wed Aug 29, 2012 7:32 pm
- Forum: Mod Help
- Topic: Making a completely new space tool
- Replies: 7
- Views: 7358
Re: Making a completely new space tool
Well anyway, I got it working in the shop menu, and I now figured out to give it a custom name and a custom icon. Now I just need to figure out how to give weapons a custom description (The trading code I used as reference for osme reason changes the name properly but not the description) And make t...
- Sun Aug 26, 2012 11:48 am
- Forum: Mod Help
- Topic: Making a completely new space tool
- Replies: 7
- Views: 7358
Re: Making a completely new space tool
I guess I'll just study some other mods and try to figure out how to get new weapons in the trade menu. EDIT: Well, the only manageably small file I could find to study was the happy-matter bomb mod, and that doesen't work since it's there in the menu, but when you try to purchase it plays the "...
- Sat Aug 25, 2012 8:40 pm
- Forum: Mod Help
- Topic: Making a completely new space tool
- Replies: 7
- Views: 7358
Re: Making a completely new space tool
Any idea how to do this?
- Sat Aug 25, 2012 6:13 pm
- Forum: » Stage - Space
- Topic: Chimera Beam [Space weapon] Finished!
- Replies: 9
- Views: 16670
Re: Chimera Beam [Space weapon]
Hmmm....It's not showing up in the trade menu. I'll keep trying though.
- Sat Aug 25, 2012 11:48 am
- Forum: Mod Help
- Topic: Making a completely new space tool
- Replies: 7
- Views: 7358
Making a completely new space tool
Just wondering, how do you make a completely new tool for space stage that can be bought from your
homeworld and doesen't replace anything else? I can't figure it out.
homeworld and doesen't replace anything else? I can't figure it out.
- Sat Aug 25, 2012 9:10 am
- Forum: » Stage - Space
- Topic: Chimera Beam [Space weapon] Finished!
- Replies: 9
- Views: 16670
Re: Chimera Beam [Space weapon]
If you tell me how to make it a completely new non-replacement weapon, I will. But I don't know how.
- Sat Aug 25, 2012 7:41 am
- Forum: » Stage - Space
- Topic: Chimera Beam [Space weapon] Finished!
- Replies: 9
- Views: 16670
Re: Chimera Beam [Space weapon]
Thanks! It took quite a bit of effort to get it just right, so I'm glad it looks pretty good.
- Fri Aug 24, 2012 9:34 pm
- Forum: » Stage - Space
- Topic: Chimera Beam [Space weapon] Finished!
- Replies: 9
- Views: 16670
Chimera Beam [Space weapon] Finished!
[youtube]http://www.youtube.com/watch?v=mdyD-1SY0oU[/youtube] The final version of the chimera beam is finally finished! It now has its own name, description and custom icon. I also balanced it out slightly by giving it more energy drain, a higher price and higher badge requirements. I am not sure h...
- Fri Aug 03, 2012 9:41 am
- Forum: [WIP] Work In Progress
- Topic: I now how to make a water stage!!!!!!
- Replies: 14
- Views: 20341
Re: I now how to make a water stage!!!!!!
You can sort of simulate an aquatic stage in Galactic Adventures, although you wouldn't have stuff like random species in random places, and you can't evolve a creature mid-adventure.
- Thu Aug 02, 2012 9:10 pm
- Forum: Help
- Topic: Can't get my first test mod working
- Replies: 3
- Views: 4280
Re: Can't get my first test mod working
I've been messing around a bit, and it seems that editing the creatureabilitytemplate~ files doesen't seem to work for me, no matter which one I'm editing. I can ess with the variables in the templates, but ingame, nothing is different. However, editing the normal creatureabilities seems to work fin...
- Thu Aug 02, 2012 9:04 pm
- Forum: Part Mods
- Topic: Power-punch charge mod
- Replies: 0
- Views: 4940
Power-punch charge mod
Just got Sporemaster today and felt like making a little something. This is a rather simple mod (It is my first one after all) that changes the functionality of charging. Instead of being an attack that does a small ammount of damage, moves quickly from a distance and stuns for a while, this mod tur...
- Thu Aug 02, 2012 3:37 pm
- Forum: Help
- Topic: Can't get my first test mod working
- Replies: 3
- Views: 4280
Can't get my first test mod working
So I just downloaded sporemaster and decided to try to make a simple test-mod in which you could rapid-fire spit attacks. So I did all the steps and acessed all of the files succesfully. I went to creature ability templates and changed the refresh time variable in spittemplate from 3 to 0.5. So I pa...
- Wed Aug 01, 2012 10:18 pm
- Forum: » Stage - Creature
- Topic: Ultimate Creature Flight
- Replies: 15
- Views: 84910
Re: Ultimate Creature Flight
I love this mod. Simple yet so effective. It makes flying feel so much more...flighty?
It makes spending all your DNA on the best wings feel so much more worthwhile, like
you're giving yourself an actual advantage rather than simply trying to look cool.
It makes spending all your DNA on the best wings feel so much more worthwhile, like
you're giving yourself an actual advantage rather than simply trying to look cool.
- Sat Jul 28, 2012 2:27 pm
- Forum: Tutorials
- Topic: How to Install a mod
- Replies: 53
- Views: 113392
Re: How to Install a mod
Yes, I have installed patch 6. It's sort of confusing though, since I uninstalled it and reinstalled patch 5.1, but I still have the bot parts.
- Sat Jul 28, 2012 10:10 am
- Forum: Tutorials
- Topic: How to Install a mod
- Replies: 53
- Views: 113392
Re: How to Install a mod
I'm not trolling anyone. It was just a joke.
Sorry if I gave the impression of trying to troll.
Sorry if I gave the impression of trying to troll.
- Fri Jul 27, 2012 10:53 pm
- Forum: Tutorials
- Topic: How to Install a mod
- Replies: 53
- Views: 113392
Re: How to Install a mod
Oh....why didn't I think of that :lol: . Probably because I'm not very good with this sort of stuff. Anyway, the mod is amazing. My only complaint is that it sorta messes up your creature's walk animation. That's my only complaint. And I'm a guy who complains quite a bit. I dunno if I want to hang ...
- Fri Jul 27, 2012 9:13 pm
- Forum: Tutorials
- Topic: How to Install a mod
- Replies: 53
- Views: 113392
Re: How to Install a mod
Oh....why didn't I think of that . Probably because I'm not very good with this sort of stuff.
Anyway, the mod is amazing. My only complaint is that it sorta messes up your creature's walk animation.
That's my only complaint. And I'm a guy who complains quite a bit.
Anyway, the mod is amazing. My only complaint is that it sorta messes up your creature's walk animation.
That's my only complaint. And I'm a guy who complains quite a bit.
- Fri Jul 27, 2012 7:26 pm
- Forum: Tutorials
- Topic: How to Install a mod
- Replies: 53
- Views: 113392
Re: How to Install a mod
Ok, so I hunted down the Spore_EP1_Data.package
Now how do I open it so I can put the trueepicplay.package in it?
Now how do I open it so I can put the trueepicplay.package in it?