Didn’t think that’d actually work, so I suppose I’ll put my recreations too for consideration because I am honestly confused by the cockpit Madder’s CI3 has.
Just for curiosity, how are you going to implement my exact reacreatio of the CI3 spaceship without some kind of preset? Would it be by just guessing? If so I could share the exact parameters in privite or here to make the recreation process some way easier.
As I stated in my post:
I’m pretty sure your parameters are exposed in a nice and clean struct with all the data.
The problem isn’t the fuchsia, it’s just that it’s far too off from the original fuchsia in my opinion. My colour is off, too, but not as much.
How? If you tell me where it’s stored I could share it IA.
Yeah was just about to say that apperently the misconceptions on the CI3 spaceship’s cockpit is because it got redesigned in a later version as you can see:
I guessed it was for that reason but I wasn’t sure about it. Now I know at least, and you too.
In any case, I tried to aim for the most accurate reacreation but of course it’s to reacreate the CI3 spaceship in CIU, as the spaceshp has a lot more deteils. On this matter, one trick I did for my recreation was adding pods to the thrusters to make them look more flat, just like the original one, which is a deteil no one ever thought to add. Also I feel like the shading on my recreation could be way better to match the original (the newer one, not the first one. Or perhpas do both, Idk).
I think at this point I’m dwelving too much in the topic, so perhaps we could open a thread in the discord server and work together to make the best possible recreations of both CI3 spaceships design if you’re on board with that.
He has direct access to the server, exporting your paintjob should theoretically be a matter of a single database query.
Ah, well, I didn’t knew that. Then I guess that makes the job much easier already on his side.
Fixed elsewhere in v.10
Fixed in v.10 Bug
I haven’t copied the settings exactly. The cockpit is indeed too saturated.
Using a sophisticated technique called “eyeballing it”.
Again, I’m not copying settings exactly. Just tweaking some values to bring it closer to whichever reference.
Can’t recall exactly, but it was probably someone complaining that it wasn’t reflecting the starfield colors properly.
So I guess that people should not go through the chore of painstakingly recreate each ship to make is a close to the originals as possible with the exact settings to share, as it would be redundent, right?
I don’t always want them to be as close to the originals as possible.
Besides, since a 100% recreation is impossible (unless unlockable original skins become a thing), people will always disagree about the “perfect” settings.
Totally fair and understeandable. I was already willing to painstakingly recreate each ship to be as accurate as possible, but I it’s definetely a relief to know I don’t need to do that. Although this gave me an idea suggestion for CIU that could also be applied to the standalone episodes, so I’m gonna share it on a dedicated post. Also thanks for the responses.
This is now a thing. Added in v.10
Incidentally, this was not easy. I had to dig up old 3D model files and try to get them to render properly again (check out 🐔 Chicken Invaders 1 Remastered #01 for what a can of worms this can be). Also, CI5 is a special case, because pre-rendering actually produces a worse result than the in-engine model. Unless people want the actual original CI5 orange paintjob?
finally I make some noise about that since the begining of Universe adventure
it will be cool to use that as a reward…
I read the above posts but… can someone explain to me what is this shortly? (yes, i told this in Episode 1 topic by myself)
Didn’t you do something for Utensil Poker? You made it as a super secret weapon, you remember that?
Are you alluding that the unlockable spacecraft/spacecraft designs (white knight…) would be available for purchase via keys? Because I don’t really understand your statement.
Please tell me that he finished a new spacecraft i still wait this moment for long time
Alright we are now having full BETA for each Episodes (i like saying this in Episode 3 to let all 5 Episode topic in CI Forum nearby together ). My post is very long, so you can read carefully and slowly.
I only test on Episode 1 and Episode 2, which have less gifts, according to each series. The condition to test this (score multiplier for “No atoms”) and give my last decision later:
- Skill: Rookie, where players start. This is the easiest skill (Tourist, actually), and the harder skill will make you harder while turning on “No atoms” or “No gifts”.
- Starting weapon: Default (in my test, it’s Ion Blaster) (ye, we should named “Starting weapon” instead of “Weapon” in mission setting).
- Special weapon: Missle (as default, but i didn’t use any in my test)
- Booster: Accumulator (for helping me to speed up to complete the mission faster). I want to say that using Overdrive will be harder.
- Start from the first wave of the whole mission.
- Background, Cuisine, Costume, HUD, Satelite, Half missles: Whatever you want, not affect to my test.
- I also didn’t turn on “No extra lives” and “One life” for easier test. Game will harder if you combine one of them with “No atoms” or “No gifts”
- Enviroment: Same as above (no turn on any).
Without “Weapon from the future”, CI1 and CI2 will help you increase your powers a lot, due to less gifts. With “Weapon from the future” or “Weapon rush”, your powers will mostly same as together for each Episodes (“Weapon from the future” setting in CI5 will mostly same as when turning off).
Number of gifts when “Weapon from the future” is turned off:
- CI1: 1 gifts (great-grandpa Ion Blaster )
- CI2: 3 gifts (two additional weapon: grandpa Neutron Gun and Laser Cannon)
- CI3: 7 gifts
- CI4: 10 gifts
- CI4: 13 gifts
The less gifts each Episodes have, the more power players can hold in a mission. This means that CI1 have the most powers if player don’t turn on “Weapon from the future” setting. And … Oh my Fork, I got 90 powers totally in Episode 1 with “No atoms” setting, this is even more than when you turn on “No gifts” instead.
However, i’m very suprised when there is a long distance between Episode 1 and Episode 2. In Episode 2, after doing my test, i got 24 powers totally in Episode 2 with “No atoms” setting. This is because of some RNG issues (ye, you know that right?).
Plus, this is just Rookie skill. Turning on “No atoms” or “No gifts” may cause you harder on harder skills. And Accumulator is only available for any players who still not buy a Episode. You know… using the default booster - Overdrive, with the clucking Copper Heat Sink is not easy as you think. And from Episode 3 to later, you may receive less power if you turn on “No atoms” setting, due to more gifts to randomize.
And that’s why… “No atoms” setting should have the score multiplier more than the current “+20%”. However as i said, there is a long distance between Episode 1 and Episode 2. As you saw before, one is 90 powers, one is 24 powers (yes, you can reach Overpowered bonus if you have enough lucky).
This cause me have to ask iA first before i give my last decision: Can iA change the score multiplier of “No atoms” or “No gifts” between each Episodes become different? Just like example: “No gifts” in EP2 is “+15%”, “No gifts” in EP3 is "+20%.
You can tell me what are you thinking about my test, and also your opinion.
Didn’t you do something for Utensil Poker?
Changed in v.11 Idea
Can iA change the score multiplier of “No atoms” or “No gifts” between each Episodes become different
It’s techincally possible, but I’d rather not do it.
v.12 is now available.
Download the BETA from: https://universe.chickeninvaders.com/files/CIep3_BETA_v12_1_0.zip