Wow! I’m surprised I’m doing a blog world again. For a while there, I was just super caught up in other things, but I’m around now.

Ghost_Norn and I haven’t given up on our Trade world concept and now, I’m honoring my half of the trade. Let’s meet the babies I’ll be playing with this round.

1janeFirst, the Gen 1 creature that Ghost_Norn sent me. I had no idea what breed she would be, but I’m glad she turned out to be a pretty little Astro girl. Truth be told, I’d probably be happy with anything, but I was just really happy to see that pretty purple color.

She didn’t take long at all to use the HLM but she wanted more. Sad thing had to learn her lesson about the HLM patch early and before long, she talked about how lonely she felt. Not for long, though!

2william

Next, I brought in Billowy Scarecrow, who I renamed to William. He was from my side and was probably starving from his IQ test. He was showered with food and I tried my best to teach him to use the HLM. He took some convincing, but once he was educated, he was happy to tell me how bored he was.

3annaAnna was another from Ghost_Norn’s side. She already knew her words and was happy to express herself. She even took to bossing William around right away! It wasn’t long til the 3 babies were marching around the lower level of the Meso together. I decided to let them walk around together and learn before importing the next babies.

Perhaps the most important lesson, I taught them to rest when tired but they’d already figured out eating.

4geoffrey

Next, was Uneven Weather, who I renamed to Geoffrey, who came from my previous world. He was identical to his brother in appearance and I wondered if he had the same gene that made William feel cold.

5percyPricey Tomatoes was another of my boys and, though he was similar in appearance to his brothers, his arms were different. I renamed him Percy. Like the others, it didn’t take a lot of coaxing to get him to press the HLM.

6susanLast, though certainly not least, came Susan, another girl from Ghost_Norn. She immediately pressed the HLM, as though she hatched and set her mind to learning Handish.

Now that the babies were all hatched and fed, it      was time to move them to the Norn Terrarium (after unleashing some cleansing Roamers, of course). I baby-proofed the pond with a Lavaball (teleporting kind) and watched and waited.

Some were already starting to age and get older, like the boys I’d put through the IQ test. Susan, Anna and Jane were all lagging behind but would soon catch up. Jane was the first of them.

Percy did have a little bit of a disaster but as soon as I’d heard the whining, I forced him to eat fruit and play with toys. After that, there didn’t seem to be any trouble for a while. Until Percy neglected to eat his greens again. I started to suspect I would have to teach him to eat them more than once in his life but everyone else seemed to know to play when bored and eat when hungry. I’d have an adventure ahead of me, that was certain.

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Creature Numbers

Spoiler Inside SelectShow

 

Random Event Numbers

(adapted from Feral’s Run, Random Event Feral Run )

Spoiler Inside SelectShow

 

Toxins List

Spoiler Inside SelectShow

 

Room Numbers

Spoiler Inside SelectShow

 

How to roll random agents

Roll a number from 1-10 – count agents from currently selected and add it.
Do not add metarooms or agents that crash the game. If it lands on either, just add the very next available agent.

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Guys. I have to admit, I’m super, SUPER excited about the CCSF this year. Halloween? Not so much, though you couldn’t tell from how I decorated the Shee Ark today.

engine 2014-10-29 16-46-48-321 engine 2014-10-29 16-46-51-446 engine 2014-10-29 16-46-53-792
The Norn Forest

engine 2014-10-29 16-46-57-748 engine 2014-10-29 16-47-00-224 engine 2014-10-29 16-47-02-725
The Grendel Jungle

engine 2014-10-29 16-47-08-881 engine 2014-10-29 16-47-11-229
The Ettin Desert

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The Aquarium

engine 2014-10-29 16-47-29-238
The Norn Meso – Already mostly decorated by Moe and Liam.

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This isn’t necessarily “the way to do it” but this is how I do it. This isn’t exactly a planned tutorial and it might not get much support once it’s published but if you were curious, here you go. 🙂

Step 1 – What do they want?

I’ll be using CeruleanSilver’s request as an example.

Creature’s Name: Aster
Creature’s Gender: Female
Head: Siamese Norn
Body: Fallow Norn
Arms: Siamese Norn
Legs: Magma Norn
Tail: Treehugger Norn
Color: Pale blue

We can use this information to determine what slots the different parts use.

Fallow – Norn K
Magma – Norn E
Siamese Norn – Norn L
Treehugger – Norn H

Step 2 – Get a basic sprite.

Now I can open up the Genetics Kit and start working. I assign the different parts the appropriate sprite and import an egg of the appropriate gender into the game. I do this in a world that has Norn Poser and Green Screen installed.

Once I get the creature into pose, I set it in front of the Green Screen and instantly age it to adult by entering “targ norn ages 4” into the console.

I then take a picture that I move into MS paint and I change the backdrop from whatever the green screen’s color was to black, as shown here. You can still see the green through her hair and other parts of her sprite.

solazyUsually, I name this file “solazy-0”. Heh. While in paint, I go ahead and save this file as a .bmp to prepare it for Sprite Builder. Once I open it in Spritebuilder, I simply name it “z” and move the new z.c16 into my Docking Station/Images folder. I overwrite the old file.

Step 3 – Using the sprite to get a desired color.

Once z.c16 is in place, I enter this script into the console in the game to inject the image into the game as a movable agent.

new: simp 1 1 12345 “z” 0 0 500 attr 3 mvto mopx mopy

bandicam 2014-10-19 16-44-44-691

Seeing double? Not quite. The one on the right is just a sprite and I can freely change its color now. Once I release her, the Creature on the left is free to move around and I can work with the sprite.

With the hand pointing at the sprite, I can play around with TINT, which is the command that I use to test out different color values to try to get a desired effect.

targ hots tint x x x y y

The first three xs are the Red, Green and Blue values, respectively. The two ys are the Rotation and Swap, respectively. The way I like to ‘tamper’ with these values is to start from the default, middle value (128) and change the different values to numbers between 1 and 255. I never go below 1 because it throws blank graphics and I don’t go above 255 because that can’t be replicated in the Genetics Kit.

CeruleanSilver wants Pale Blue. Let’s try some commands now.

closeTint 128 128 128 128 10

I played with a few options before arriving at my first blue. This is already a pleasant shade but I wanted to see if I could get something a little more pale.

closeTint 150 150 150 128 10

That’s a little better!

Step 4 – Making the creature match the sprite.

Now that I have the values I need, I open the Genetics Kit again and sort the genes by description.

genesTo save time, I added genes that were missing for different ages and renamed them according to color. To make them all appear on the bottom, I added ZZZ to the beginning of each of the pigment gene names. If I hadn’t added the new genes, colors wouldn’t have transitioned well from age to age. Anyway, Now I need to edit these in the following way. All of the Pigment genes shown above would need to be set to 150 on the slider. Lucky me that the genes all share the same value.

As for the Pigment Bleed Genes, I only need to reduce the Swap slider down to 10. Those are easy to find, too. I simply sort by type again and look for the Pigment Bleeds. Let’s see what these edits produce. If I’m lucky, the baby that hatches will match the picture.

genesShe’s certainly very close! Once I’m happy, I name the creature and assign it a tag. I take one last picture of the creature in pose and then I take it to photoshop to give it a clean outline and transparency.

AsterAt this point, I save the .gen file as norn.WhateverTheCreature’sNameIs and then update the first post of the Wolfling Run thread. The two creatures used to make this .gen file are removed and to remove the remaining sprites, I use this script.

enum 1 1 12345 kill targ next

Running this makes is to that I can overwrite z.c16 when I get to work on the next creature.

I hope you found this interesting!

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