XaiJu
LokiVulpix
LokiVulpix

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Have a bunch of screenshots of various things that have been in progress

Y'all get to see what unrestrained ADHD does with a bunch of tasks running in parallel

First and foremost, small dragon is completed!
Big dragon has a number of options for customization colors, which it will share with the big dragon, which is nearly done, it just needs to have it's forelegs finished, the odd colors you see on big dragon right now are just because it isn't having any customization colors applied yet. Plan is, you can get TFed into small dragon, and then you can craft or find some kind of item thats analogous to an evolution stone which you can use to swap between big and small.

Also, those wings aren't just for show, they are animated fully and flap when you jump, you also have infinite jumps as them

Second, Auri has a newer sit pose which isn't as awkward as the previous one, and a number of her animation frames were polished, primarily because she was the base used to create the big dragon, and that body will be the basis for future large quadrupeds, just, she also has an extra set of legs so she's a hexaped ANYWAY, also her species is my own species called Drimyr (you may have seen it in the colony tags in the past) they're shapeshifters but for the sake of simplicity, they're essentially bug dragons for all intents and purposes, and I'm going to have a version of it you can play as once I decide on a few customization options for them

Third is, Nickit boat! you might remember this from before, both Nickit and Meowscarada used the same ship before, but now Nickit have their own re-colored version of it, with the sail being all patched up of different colors because they be theiving and getting into scuffles, the sail also animates faster during warp now, which is fun. The sizes of images for the boat were also optimized a bit, and the script controlling the fg cover fading in and out as you go below deck now runs every 2 ticks rather than 5, so the, fading in and out is a lot less choppy. Nickit also now have a flag.

I also was able to use my wizardry to allow generating ships to place tiles with paint modifiers applied, which is a feature contributed to OSB, and also, with being able to look at how the fuck ship generation works in the source code, I was able to determine why vanilla ships ALWAYS replace all the background blocks whenever updating even if you remove it, and I just made it so, mine doesn't do that, it only places the blocks once the first time it upgrades a new area and then it won't replace or remove them again.

Anyway, next is, armor for quadrupeds, I think this screenshot is slightly out of date as I did add highlights to the armor so it wasn't so flat, but yeah this armor displays correctly on the quadrupeds and animates right and etc. Currently its just tiers 1-4 and they're all identical aside from color but I plan to add some extra details or marks on the armor for each tier

Pictured next, we have feral Nickit now too, the anthro ones aren't replaced, we just have both now, anyway as you can see there, the Nickit is wearing pride socks, quadrupeds now have kneesocks that come in pairs, front legs and back legs separately, there's pride ones which have various flag colors in place of their dyes, and then there's some solid color socks, and three different patterns of striped socks, all dye-able

And then small Vaporeon had their head updated to be more consistent with the other feral races, the sprite it had before was made sometime in 2019 and just, never was changed despite other parts of it having been updated over time like the tail and the body, and that's been rectified, I think it looks a lot cuter now

I don't think I've ever sent a screenshot of the Luxio yet? anyway as stated before they were actually the first feral race me and Zygan made (sometime in 2018-2019?) and was actually intended for the workshop, but never got released, the Porygon-Z AI, death animation, and the respawn cinematic I've been using for all the pokemon actually was originally made for the Luxio, I also restored their ship we had made for them in ye-old days rather than them using the novakid one even if it's spritework is a bit basic, we plan on spicing it up a little bit soon.

Anyway you can see in the screenshot PORY-Z is being a little bitchass and has unique dialogue replacing every one of SAIL's lines from the base game. Not to fret! I added a feature to OSB where your AI always matches what ship you have, and radio messages (SAIL Dialogue) can have different lines be triggered based on what your ship/AI's species is! So this won't conflict with anything else.

sometime in the future I'm going to have a separate intro instance my races use that basically will divorce you from the protectorate since I don't really like the protectorate because of the poor writing surrounding it.

Also I don't have a screenshot, but all the pokemon races have the little warp effects in their death animations and respawn cinematics match the color of their warp beam, which is something that always bothered me in the base game that the death poofs are always blue. This also didn't necessarily need any OSB features to do! OSB just made it more convenient by letting me copy the directives to the death anim in script

Also, some minor bugfixes for SBQ core, I think something with the pred Hud and TFing prey breaking it

Also also, I made a PR for a feature on OSB that hasn't been merged to main yet, but it lets there be additional versioning data so mods can actually use the versioning scripts for things that get stored engine side like player save data and world save data and etc. like, so before I split the pokemon and such into a seperate pack they had an id that was like sbq/vaporeon and etc, and they got changed to wr/vaporeon because (wr standing for wasabi_raptor) which is the prefix I'm going to use for my workshop mods, but this of course meant things like, recruited crew and other things that had the old IDs broke but with the magic of versioning scripts, I can fucking fix that next time the data loads, why couldn't I use that before? because the versioning data only has ONE number, so, if I were to try and increment the playerEntity version that the base game uses, that would potentially break shit! So I made it so each mod can define their own sub version to it that the versioning script tracks also, so it can see "oh the playerEntity is version 31 with starbecue version 0, so it should run the playerEntity_31_starbecue_0_1.lua script on this to update it" and it's so so so dumb that the game just did not allow versioning data specific to mods for updating save files and I had to add that myself and ugh

anyway there's that ramble I fixed that I have versioning scripts so potentially old save data gets fixed if I knew about wherever it was storing an old id, it isn't just player data this can also do stuff to world data any type of entity data and basically anything the game stores can now be updated

Have a bunch of screenshots of various things that have been in progress Have a bunch of screenshots of various things that have been in progress Have a bunch of screenshots of various things that have been in progress Have a bunch of screenshots of various things that have been in progress Have a bunch of screenshots of various things that have been in progress Have a bunch of screenshots of various things that have been in progress Have a bunch of screenshots of various things that have been in progress Have a bunch of screenshots of various things that have been in progress

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