Hi, I've had some success at creating a simple modloader myself, probably largely thanks to what you've written here and elsewhere on the forum. I don't really have any development experience with Unity though, so would you mind sharing some tips, for example how you went about creating the GUI in your videos, or those falling balls ? In any case, I really appreciate what you're doing here
Linus I'm liking what you're doing, Its disgusting and hilarious. Please do let me know can we discuss this somewhere and if you can make a stable mod thing so I can make videos and put your stuff on my website! You're the modder the world needs!
Glad you like what I've done, thank you! Thanks for the offer, but I'll pass. If/When I want videos or a website, I'll do it myself.
Thanks for the info, I did actually manage to create an object explorer similiar to the one you showed. Right now I'm stuck at trying to figure out how to move the camera though, the Camera objects I can find all don't seem to do what I want. As to learning Unity, thanks for the link, i'll definitely do that
"Both optimists and pessimists contribute to society. The optimist invents the aeroplane, the pessimist the parachute." ~ George Bernard Shaw
It's still fairly buggy, but that will of course be resolved. I'm currently working on saving, so the colours gets saved and loaded with the machines. It has turned out to be rather difficult though, as hooking into the save and load system was harder than I thought. The developers have put the saving and loading in coroutines, which is understandable, but Unity does some really funky stuff, so I have yet to be able to decompile code inside coroutines. And I have a good proposal for the developers that'd make this easier for me and other modders c:
Last Edit: Jan 29, 2015 13:07:53 GMT by VapidLinus
So, I managed to figure out how to add a new button in the list of parts to pick:
(s-paarmann.de/besiege/New-Part-Button.mp4) Now I only need to get the new button to disappear when simulating, like the other ones, and of course figure out how to actually add new parts instead of just adding buttons for existing ones
Oh, and the white balls in the end are from another "mod" where I experimented with creating new in-game objects.
EDIT: Sooo, after just playing the game a little bit with this enabled, it turns out I apparently managed to break quite a few unrelated things while doing this. So it doesn't really work as well as one might imagine based solely on the video
Great work so far VapidLinus, do you plan to release some of your tools/code with other modders?
I plan on releasing a mod loader to allow other people to create their own mods. I'm waiting for permission from the devs to distribute a modified assembly file. I have plans of creating a map editor, and I've been in some contact with the community manager to discuss the internals of the code and their project structure and given some proposals to them, to make things easier for modders.
First, I'd like to thanks the devs & just everyone involved in what's happening around Besiege, the game is great so far, I haven't been that excited about a game & been ready to spend countless hours (which I have already) around it in a while , that means playing the game as it's meant to be, but also playing with it, hope you don't mind.
By that I mean, I have huge respect for the devs (I wave my hat at you) and the game they are making, the development process must be an uneasy task (tied to Unity?) and i'm sure they are doing their best, the game's quality speaks for itself! But i'd be glad to know what they think about people like VapidLinus or others like myself, who tend to break the game appart for the sake of curiosity, to modify the original or add their own custom content to the game for extented & renewed user experience.
In short, what's the official stance of Besiege devs towards modding? It simply concerns me as I don't want to be that guy who does stuff that the devs will find disrespectful in a way or another.
Since last post, I've been researching how to replace block's behavior with my own. I also think I understand the structure well enough to be able to place new blocks. Anywho, I've been messing around with custom block behavior, and I've written a flight control system of sorts. It basically controls your propellers for you and does it's best to keep your machine upright. It's very wobbly and unstable, as you can see, but this is just my first working version of it. My next step is to clean up the code and improve the stability.