Well, If it is that hard then no need to waste time on it you already have many other great pokemons with great models, keep up the good work
BTW: I am waiting for the next update, I'm so excited!
Hehehe, thanks. Animating the current mob I am working on, Sun Idol Espeon, takes so incredibly long to do simple things. I am still learning the basics of action based animation.
Not much to really show but this is what is happening so far:
The two things done here is one, and most important, is to nullify or smoothly transition the idle animation to the action animation. This was the biggest reason I did not use the Animation API outright because I did not see any possible way for a smooth transition.
The other thing happening here is the wings shifting backwards in preparation of launching them forward and attack with a fireball (in case you are wondering, Snow Sorceress Braixen is set as the target just to test the animation consistently). Just to design these two simple tasks took about 8 hours to do.
I set up a live stream account on Twitch TV to stream the development process now and then. This will mostly happen during my very brief, three week summer break before my summer class begins. You can find the channel here:
New mob I worked on to keep me motivated. Sun Idol Espeon is such a massive drain on my morale for this mod.
So here is Scrubby Darmanitan, another full moon mob:
This is actually a reference to my favorite episodes of DanTDM's Diamond Dimensions with the modification, Advent of Ascension. The "little red things."
I need to export the current version of the mod to my desktop to see if I fixed the flickering glow texture problem. I am hoping it is fixed by now.
This fairly large/lengthy animated gif shows what took a little over three of my fours weeks of Summer vacation to code. Just this short, simple animation (may need to give it a bit of time to load).
People who happened to see my occasional live stream on Twitch of the development process got to see just how intense the programming is to animated this. The code that handles the animation as of this post is a little over 500 lines. Its all manual. There are no programs out there that generate the code for you. So if I want a certain animation or movement, I have to know how to match the math needed for it to happen.
I only know of two other animations I want done. One is about as difficult as this one and the other one is much simpler. The one that is done will be for when it launches fireballs are maybe a few other simple/basic projectiles.
I intend to add a "dummy mob" that this will attack for Creative Mode purposes only. That way players can look at the animations more closely. I know for me, animations are not as noticeable when I am playing in survival but they look great in creative or even better in a video.
As a small note, when I name my items, even if they are references to actual items in other games/movies/comics, I typically try and avoid the actual names, just in case my mod is used with a mod of that game/movie/comic. Hence "Emerald of Chaos" instead of "Chaos Emerald" from Archie Comics' version of Sonic the Hedgehog.
Otherwise I will use the name outright if I think it is highly unlikely a mod will be made or make use of such an item such as "Will of the Ancients" from League of Legends (the book pictured in this screen shot). Other items in you in the screenshot are "Summon Foxfire Zorua", "Colberta Berry", "Bio Capacitor", "Tiberium Shard", and "Vespene Fuel Rod" among others.
Even though I still work on the mod at least every day, I have not really accomplished much that is actually worth showing until today. I pretty much completed the Tablet Manufactory block. Just need to add all the recipes. The items currently added are for the Prototurret for added effects and benefits. Other future items will include items for Pokemon tamables to grant fire immunity, fall resistance, immunity to drowning, or other things.
Might need to do a few artistic changes like make the interface not be so close to the text at the top. The add-on pictured is the Bio Capacitor, Tier 1 of one that lets the Prototurret inflict poison on the target.
The block is also fully animated. Advanced college algebra use to create the effect. It also has an animated texture.
The Prototurret is nearly done. Just need to add the Utility add-ons, create the sounds, and create a few custom particles.
The Meaning of Life, the Universe, and Everything.
Join Date:
9/15/2011
Posts:
234
Minecraft:
Adagea
Member Details
It occurs to me that you've posted three times before I finally took the time to respond. That's my fault, and I'm sorry I've let this mod go un-replied to for this long.
Of course, the reason I haven't responded yet is because I don't often use mods in 'alpha' for the sheer possibility of losing a world to a crash. I'm mainly a survival person, after all.
However, your mod is beautiful, and the work that goes into it is, to put this lightly, exquisite. I have always loved mathematics, and to see such fluid and artistic animation created through algorithms and code makes my heart flutter.
I want to say now that if you think your current alpha build is relatively stable, I want to start using it despite the world risks. I would love to help you test this mod as you develop it, and see how it works alongside other mods.
Also, because I haven't said it yet, thank you for the work and effort you put into giving this community excellent content.
It occurs to me that you've posted three times before I finally took the time to respond. That's my fault, and I'm sorry I've let this mod go un-replied to for this long.
Of course, the reason I haven't responded yet is because I don't often use mods in 'alpha' for the sheer possibility of losing a world to a crash. I'm mainly a survival person, after all.
However, your mod is beautiful, and the work that goes into it is, to put this lightly, exquisite. I have always loved mathematics, and to see such fluid and artistic animation created through algorithms and code makes my heart flutter.
I want to say now that if you think your current alpha build is relatively stable, I want to start using it despite the world risks. I would love to help you test this mod as you develop it, and see how it works alongside other mods.
Also, because I haven't said it yet, thank you for the work and effort you put into giving this community excellent content.
Aww, thanks for your kind words. ^^
The whole "Alpha" thing is for any problems I might have moving from one update to the next, mostly with blocks or items accidentally disappearing or getting messed up. That is why I promised not to touch world generation until "Beta". World generation is a lot harder to creative mode stuff in to replace.
I think I have come far enough that I don't see any problems with Items or Blocks for the rest of my time modding outside of updating to 1.8, which sounds like will require a complete rewrite from scratch.
The Alpha 1.0 update has a few new additions I consider high risk additions but I do extensive testing for bugs. I don't take updates lightly unlike other mods I have see at 1.0 or later. So far I have never had a world crash so hard as to be unplayable, even on the developer versions of mod.
Thank you for your offer. You might contact me again a little closer to finishing the Alpha 1.0 update for testing. ^^
Even though I still work on the mod at least every day, I have not really accomplished much that is actually worth showing until today. I pretty much completed the Tablet Manufactory block. Just need to add all the recipes. The items currently added are for the Prototurret for added effects and benefits. Other future items will include items for Pokemon tamables to grant fire immunity, fall resistance, immunity to drowning, or other things.
Might need to do a few artistic changes like make the interface not be so close to the text at the top. The add-on pictured is the Bio Capacitor, Tier 1 of one that lets the Prototurret inflict poison on the target.
The block is also fully animated. Advanced college algebra use to create the effect. It also has an animated texture.
The Prototurret is nearly done. Just need to add the Utility add-ons, create the sounds, and create a few custom particles.
With so much work I have done over the months for Disciples of Corruption, I decided to create a list with how much is left for the next update, Alpha 1.0. My heart just sank as the list just seemed to go on and on with stuff, almost to the point that if felt like I have not done much at all since the last update in February I think it was.
I do feel really discouraged at this point. I even started wandering off and messing around with non-Disciples of Corruption modding; stuff that does not require learning something new. At this point I am thinking about doing one of three things for the mod’s immediate future.
1) Release an Alpha 0.6 update instead
This would release essentially all content not related to the three major additions in Alpha 1.0 (the Prototurret, Foxfire Zorua, and Sun Idol Espeon; the Vespene Condenser and Tablet Manufactory would also be put on hold).
Mobs released with this update would include:
~Clay Luxio
~Clay Shinx
~Cujo Furfrou
~Cuotl Ekans
~Scrubby Darmanitan
~Vegnagun Dustox
Other changes include nearly all mob drops being rebalanced or changed in some way. Some spawns have also been changed. This update I could probably push out in about 1-2 weeks, depending on how difficult Vegnagun Dustox is to finish, how much testing I can get in to test game balance, and any changes in setting up the newest version of Forge and moving the mod to it.
2) Break Alpha 1.0 into two halves
Releasing a first half of Alpha 1.0 would include all of the above plus the Prototurret, which is mostly done, and half of Foxfire Zorua which right now is just like a fancy Wolf (it doesn’t have an inventory yet). Another issue for this version to be addressed before releasing it is that I do not have the way to tame Foxfire Zorua added yet.
Sun Idle Espeon would be completely withheld from this version too. Sun Idol Espeon is important in acquiring Foxfire Zorua because it guarantees a needed item drop that is otherwise a rare drop from tough mobs that do not spawn all that often.
The mod at this point will be so massive that I think it will require its own Wiki site because there is too much content for the Minecraft forum page. I have an idea of where to host the Wiki but I have to learn how to use it, design the pages, and carry over all of the documentation in addition to the new content documentation.
This approach would take about 4-6 weeks to put out I would estimate.
3) Keep Alpha 1.0 whole
Pretty much this would be keep doing what I am doing and release all the content together as a very symbolically special update for Disciples of Corruption. Those special content are: action based animation, the first minor boss tier enemy, and the mod’s first tamable.
I would guess the release date would be no sooner than December, depending on what happens with Fall schooling and how much my attention continues to wander from the mod.
I am contemplating putting these options up for a vote over the next few days. What do you think?
I did not get any replies any site I posted to on thoughts or feelings about this. So I have made the executive decision on the Alpha 0.6 route.
Here, have something to look at in the meantime. I made this while on the road to and from visiting a place for Independence Day.
This will be called either Fiend Growlithe or Tiberium Growlithe, either making the same reference to Command & Conquer. Because this has to do with Tiberium, it would not be released with Alpha 0.6 because the material only has to do with withheld Alpha 1.0 content at the moment.
You should add pool If you feel discouraged then option number one would be the best for the project - smallest chance that you abandon this fantastic mod ^^. Looks like you need a brake :).
You should add pool If you feel discouraged then option number one would be the best for the project - smallest chance that you abandon this fantastic mod ^^. Looks like you need a brake :).
I won't abandon it. No way! Too much effort has gone into this to give up on it. Though it would probably be wise for me to maybe get people involved to do the things I am not that fond of like behavior, blocks, and inventories.
This mod has a really bright future, you shouldn't just abandon it! Plus, if you discontinue this mod now, all that work and time you put into it will be wasted. Never give up! I also agree with the whole "gather a bunch of people to help on the mod" idea.
I won't abandon it. No way! Too much effort has gone into this to give up on it. Though it would probably be wise for me to maybe get people involved to do the things I am not that fond of like behavior, blocks, and inventories.
What do you mean "You should add pool"?
If you burn yourself too much then there will be no "effort" that will stop you from leaving ;).
And sorry I meant to write "poll", voting poll in the thread hehe.
I think working on it little by little might be something that'll burn you out less? Working in huge bursts gives a ton of content to users but is probably a lot more labor intensive & "boring"
This mod has a really bright future, you shouldn't just abandon it! Plus, if you discontinue this mod now, all that work and time you put into it will be wasted. Never give up! I also agree with the whole "gather a bunch of people to help on the mod" idea.
I think working on it little by little might be something that'll burn you out less? Working in huge bursts gives a ton of content to users but is probably a lot more labor intensive & "boring"
Thanks ya'll. No I won't give up on it at all. ^^ Just might slow down a little. But I will keep my promise of working on it at least 15 minutes a day.
Thanks! It was a lot of work building that model. c.c It will need some changes when I work with it again since I learned quite a bit since then.
Argh, everyone keeps wanting flying mobs. xD I don't have the slightest clue how to do one right now. Lol.
But thanks for the complements.Hehehe.
No need to make them fly you know
Maybe, but it seems like a bit of a shame not to make them fly. Hmm...
-----------------------------
Huuuuuuuung, Pokemon Amie can be so frustrating at times to record Pokemon cries from. x-x' (just got done with recording Darumaka and Swirlix).
Well, If it is that hard then no need to waste time on it you already have many other great pokemons with great models, keep up the good work
BTW: I am waiting for the next update, I'm so excited!
Hehehe, thanks. Animating the current mob I am working on, Sun Idol Espeon, takes so incredibly long to do simple things. I am still learning the basics of action based animation.
Not much to really show but this is what is happening so far:
The two things done here is one, and most important, is to nullify or smoothly transition the idle animation to the action animation. This was the biggest reason I did not use the Animation API outright because I did not see any possible way for a smooth transition.
The other thing happening here is the wings shifting backwards in preparation of launching them forward and attack with a fireball (in case you are wondering, Snow Sorceress Braixen is set as the target just to test the animation consistently). Just to design these two simple tasks took about 8 hours to do.
I set up a live stream account on Twitch TV to stream the development process now and then. This will mostly happen during my very brief, three week summer break before my summer class begins. You can find the channel here:
I'll make announcement journals on DeviantArt when I do stream at: https://fuzzyacornindustries.deviantart.com/
New mob I worked on to keep me motivated. Sun Idol Espeon is such a massive drain on my morale for this mod.
So here is Scrubby Darmanitan, another full moon mob:
This is actually a reference to my favorite episodes of DanTDM's Diamond Dimensions with the modification, Advent of Ascension. The "little red things."
I need to export the current version of the mod to my desktop to see if I fixed the flickering glow texture problem. I am hoping it is fixed by now.
This fairly large/lengthy animated gif shows what took a little over three of my fours weeks of Summer vacation to code. Just this short, simple animation (may need to give it a bit of time to load).
People who happened to see my occasional live stream on Twitch of the development process got to see just how intense the programming is to animated this. The code that handles the animation as of this post is a little over 500 lines. Its all manual. There are no programs out there that generate the code for you. So if I want a certain animation or movement, I have to know how to match the math needed for it to happen.
Its not just my work that is like that. If you were to look at some discussion on the Mowzei's Mobs forum post, the modder says the process is pretty much the same: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2361125-mowzies-mobs-fantastical-mobs-for-your-mc-world?page=59
I only know of two other animations I want done. One is about as difficult as this one and the other one is much simpler. The one that is done will be for when it launches fireballs are maybe a few other simple/basic projectiles.
I intend to add a "dummy mob" that this will attack for Creative Mode purposes only. That way players can look at the animations more closely. I know for me, animations are not as noticeable when I am playing in survival but they look great in creative or even better in a video.
So enjoy!
A little bit of a new items teaser:
As a small note, when I name my items, even if they are references to actual items in other games/movies/comics, I typically try and avoid the actual names, just in case my mod is used with a mod of that game/movie/comic. Hence "Emerald of Chaos" instead of "Chaos Emerald" from Archie Comics' version of Sonic the Hedgehog.
Otherwise I will use the name outright if I think it is highly unlikely a mod will be made or make use of such an item such as "Will of the Ancients" from League of Legends (the book pictured in this screen shot). Other items in you in the screenshot are "Summon Foxfire Zorua", "Colberta Berry", "Bio Capacitor", "Tiberium Shard", and "Vespene Fuel Rod" among others.
Even though I still work on the mod at least every day, I have not really accomplished much that is actually worth showing until today. I pretty much completed the Tablet Manufactory block. Just need to add all the recipes. The items currently added are for the Prototurret for added effects and benefits. Other future items will include items for Pokemon tamables to grant fire immunity, fall resistance, immunity to drowning, or other things.
Might need to do a few artistic changes like make the interface not be so close to the text at the top. The add-on pictured is the Bio Capacitor, Tier 1 of one that lets the Prototurret inflict poison on the target.
The block is also fully animated. Advanced college algebra use to create the effect. It also has an animated texture.
The Prototurret is nearly done. Just need to add the Utility add-ons, create the sounds, and create a few custom particles.
It occurs to me that you've posted three times before I finally took the time to respond. That's my fault, and I'm sorry I've let this mod go un-replied to for this long.
Of course, the reason I haven't responded yet is because I don't often use mods in 'alpha' for the sheer possibility of losing a world to a crash. I'm mainly a survival person, after all.
However, your mod is beautiful, and the work that goes into it is, to put this lightly, exquisite. I have always loved mathematics, and to see such fluid and artistic animation created through algorithms and code makes my heart flutter.
I want to say now that if you think your current alpha build is relatively stable, I want to start using it despite the world risks. I would love to help you test this mod as you develop it, and see how it works alongside other mods.
Also, because I haven't said it yet, thank you for the work and effort you put into giving this community excellent content.
Aww, thanks for your kind words. ^^
The whole "Alpha" thing is for any problems I might have moving from one update to the next, mostly with blocks or items accidentally disappearing or getting messed up. That is why I promised not to touch world generation until "Beta". World generation is a lot harder to creative mode stuff in to replace.
I think I have come far enough that I don't see any problems with Items or Blocks for the rest of my time modding outside of updating to 1.8, which sounds like will require a complete rewrite from scratch.
The Alpha 1.0 update has a few new additions I consider high risk additions but I do extensive testing for bugs. I don't take updates lightly unlike other mods I have see at 1.0 or later. So far I have never had a world crash so hard as to be unplayable, even on the developer versions of mod.
Thank you for your offer. You might contact me again a little closer to finishing the Alpha 1.0 update for testing. ^^
Fancy!
With so much work I have done over the months for Disciples of Corruption, I decided to create a list with how much is left for the next update, Alpha 1.0. My heart just sank as the list just seemed to go on and on with stuff, almost to the point that if felt like I have not done much at all since the last update in February I think it was.
I do feel really discouraged at this point. I even started wandering off and messing around with non-Disciples of Corruption modding; stuff that does not require learning something new. At this point I am thinking about doing one of three things for the mod’s immediate future.
This would release essentially all content not related to the three major additions in Alpha 1.0 (the Prototurret, Foxfire Zorua, and Sun Idol Espeon; the Vespene Condenser and Tablet Manufactory would also be put on hold).
Mobs released with this update would include:
~Clay Luxio
~Clay Shinx
~Cujo Furfrou
~Cuotl Ekans
~Scrubby Darmanitan
~Vegnagun Dustox
Other changes include nearly all mob drops being rebalanced or changed in some way. Some spawns have also been changed. This update I could probably push out in about 1-2 weeks, depending on how difficult Vegnagun Dustox is to finish, how much testing I can get in to test game balance, and any changes in setting up the newest version of Forge and moving the mod to it.
2) Break Alpha 1.0 into two halves
Releasing a first half of Alpha 1.0 would include all of the above plus the Prototurret, which is mostly done, and half of Foxfire Zorua which right now is just like a fancy Wolf (it doesn’t have an inventory yet). Another issue for this version to be addressed before releasing it is that I do not have the way to tame Foxfire Zorua added yet.
Sun Idle Espeon would be completely withheld from this version too. Sun Idol Espeon is important in acquiring Foxfire Zorua because it guarantees a needed item drop that is otherwise a rare drop from tough mobs that do not spawn all that often.
The mod at this point will be so massive that I think it will require its own Wiki site because there is too much content for the Minecraft forum page. I have an idea of where to host the Wiki but I have to learn how to use it, design the pages, and carry over all of the documentation in addition to the new content documentation.
This approach would take about 4-6 weeks to put out I would estimate.
3) Keep Alpha 1.0 whole
Pretty much this would be keep doing what I am doing and release all the content together as a very symbolically special update for Disciples of Corruption. Those special content are: action based animation, the first minor boss tier enemy, and the mod’s first tamable.
I would guess the release date would be no sooner than December, depending on what happens with Fall schooling and how much my attention continues to wander from the mod.
I am contemplating putting these options up for a vote over the next few days. What do you think?
I did not get any replies any site I posted to on thoughts or feelings about this. So I have made the executive decision on the Alpha 0.6 route.
Here, have something to look at in the meantime. I made this while on the road to and from visiting a place for Independence Day.
This will be called either Fiend Growlithe or Tiberium Growlithe, either making the same reference to Command & Conquer. Because this has to do with Tiberium, it would not be released with Alpha 0.6 because the material only has to do with withheld Alpha 1.0 content at the moment.
You should add pool
If you feel discouraged then option number one would be the best for the project - smallest chance that you abandon this fantastic mod ^^. Looks like you need a brake :).
I won't abandon it. No way! Too much effort has gone into this to give up on it. Though it would probably be wise for me to maybe get people involved to do the things I am not that fond of like behavior, blocks, and inventories.
What do you mean "You should add pool"?
This mod has a really bright future, you shouldn't just abandon it! Plus, if you discontinue this mod now, all that work and time you put into it will be wasted. Never give up!
I also agree with the whole "gather a bunch of people to help on the mod" idea.
If you burn yourself too much then there will be no "effort" that will stop you from leaving ;).
And sorry I meant to write "poll", voting poll in the thread hehe.
I think working on it little by little might be something that'll burn you out less? Working in huge bursts gives a ton of content to users but is probably a lot more labor intensive & "boring"
Thanks ya'll. No I won't give up on it at all. ^^ Just might slow down a little. But I will keep my promise of working on it at least 15 minutes a day.