#[WIP - Unreleased] GhostBase Player Housing
1 messages · Page 1 of 1 (latest)
Customization for tiles in the house.
Home PC, where it all goes down.
..and of course, what is a house without furniture?
Tagging you guys because you all showed interest in it when I was talking about this earlier: @earnest fractal @silent hatch @thin bison
Oh yess
Omg. This is just awesome.
Here is a lot of assets we can use for the furniture
Ohoho I'm excited
This would be incredible! So excited for updates - keep up the great work!
If anyone @here want to help out by putting together furniture packs, just follow the above guide. 
TLDR: Just need 32x32 tile size .png sprites that are named properly. It's a very simple system when you understand it.
The mod automatically converts the named images to furniture items.
Updated the placement system and inventory. Now you can preview items instead of navigating a text based list, and move the item around anywhere on screen to place it.
@wintry flume sorry to ping u, can u send me a furniture sprite example?
i will try to make them pixel perfect
damn, this is just so good
All good! & I will post a couple example files in a min.
Also, I got multiplayer visiting working. Was testing it with my wife. 
You can visit people’s houses or they can visit yours, and editing is disabled for the guest.
Basic 1x1 item example.
2x2 carpet example
1x2 item you can pass behind (1x1 solid at bottom, 1x1 pass-behind at top).
2x3 item you can pass behind, but has a bigger base (2x2 solid at bottom, 2x1 pass-behind at top).
All that info is set using the file names, table in the guide screenshots explains each one.
Got 238 pieces of furniture added so far. Including 90% of the gen 3 secret base sprites. lol.
Regarding connections to them. Could I , for example, create a random apartment building in a town in game , and have a physicial location that when entered , enters a given base ?
how do you manage these connections
Currently the way I'm initiating multiplayer visits is by hijacking the "sync MP settings" function of the server, it's the only reliable client to client communication that happens and can deliver large packets from anywhere in the world. Basically I make a fake call for that tool which the mod knows to bundle with the map data, the settings are tossed and the map data is kept. Only way I could figure out to do it without modifying the server.
I tried hijacking squad data at first, but that made it so both players had to be on the same map initially to visit since squad data only transmits on the local map.
Another option would be chunking the data and sending fake silent chats to literally send partial strings of the data until it was complete and compiling it, but that was super messy.
so you're simply pigggybacking on the only method in multiplayer that actually let 2 clients communicate via json/string texts and loading the connections through there ?
As for adding a physical apartment to the world I think it could be done. I mean, I'm generating entirely virtual maps for these player houses. They don't exist as maps in the traditional sense (rpg maker map files)
they are tied to save data ?
Yeah pretty much
Well, kind of
The connection is still handled by the server like it would be on any map
but I hijack the sync mp function to send the player house save data
like which items exist, their coords, etc
i see
so the receiving client can load the map once, then it's in memory and fine
doesn't need a constant stream of data just the "map download"
so every player on a server hold their own base data
Correct, and then when visiting that data is sent to the visitor's client
Nope, you download the player's base data when you visit them and then the data is purged after that
it's kilobytes of data so you just download it every time you visit
yeah data isnt that important , as long as each packet sent by the server is less than its physicial limit of 64kb
and it redownloads if the host modifies their house etc
which we are FAR from
does it redownload everything on each changes ?
if a guest is visiting and you place a furniture , does it redownload
Yep any change to the map triggers a full reload for everyone in the room to ensure sync
awesome
also
you were the one that wanted a palworld-like base ?
or was it simply decorating
Yeah the stretch/dream-goals for the project are to implement things like expensive machines (pokecenter in home, etc), crafting, palworld style animal labor helpful pokemon, etc.
talked with my girlfriend about it , and she mentionned how it would be cool to assign pokémons from your party or pc to roam your base and as such provide things
Well currently I've built in cross compat with my pokepet fork so that your active pokepet wanders around the house while you're inside, but I do want to make it possible to assign pokemon permanently as "house pets" that just wander around and likely eventually do things like crafting for you etc
speed stat could make them better crafters, special attack make them better smelters, etc
awesome
Might take a while to get that going because I wouldn't want to implement it half-assed and risk people losing their pokemon as a result
Anything that's removing pokemon from both the party and the PC is inherently risky for a mod lol
true
feel free to use code you find in the multiplayer mod regarding trading
as when you list something on the gts for example , its not in your party nor pc
everythings in json so its rather safe
Great I will definitely reference that
Looks good to me, added this tree you sent but I already got the other one. Got most of the Gen3 secret base sprites implemented already 
ohh cool
i was testing the upscaling
so, u got all the plushies too?
if u got all the gen3, i can start spriting new ones
Also only on the small tab. 
I wasn't kidding when I said I implemented 90% of the items from gen3 bases already lmaooo
Safety first. 
i cant wait to test it
Sample of a decorated house
At this point I'm just going to do some testing with my wife to make sure multiplayer stuff is super sound and then I'll probably get 1-2 other people to test it out and if nothing blows up it'll be ready for the v1 release, alongside my Wandering Trainers and PokePet forks.
Those forks have special integrations with player housing so that trainers don't spawn in your house, and your pet will wander around your house, among a few other tweaks/balance and QoL things I added.
(Such as wandering trainers not spawning with legendary pokemon, and being far less populated in general).
Oho pretty
oh my....
so cool!!!
cant wait
the plushies are scaled down, right? they lost pixel perfect
seems that sprites before was pixel perfect, looks better
now, all furnitures are downscaled and looks weird because pixels
IMO
i will be glad to be tester
if u need

Everything was imported at native resolution so idk
the same issue is happening with the new pokes sprites from alek
all sprites are downscalled and looks weird
maybe is something with PIF
Maybe PIF sprites are actually 16x sprites being doubled up to 32x, otherwise I'm not sure
because those plushies are 32x sprites
and they fit into one tile
yeah,you can downscale every sprite, but if its not proportional it lost pixel perfect
and looks like that
The solution would just be to double the size of the plushie and make it a 2x2 tile item instead of a 1x1 tile item
not gonna sweat stuff like that until the mod is feature complete
can u send me a .zip with all the ripped sprites? i can help if u want
I'm down to test too if you need
Ran into a pretty severe bug I'm trying to work out, once that's solved I'll probably get a couple people to test
Pretty sure I got that sorted now but need to do some more testing with my wife to be sure
👀
Early tests for the "poke factory" mod which will be an optional addon for the housing mod if it works out.
I'll release the base housing mod first but just wanted to tease it lmao
Oooh interesting
I may have gotten a little carried away @here.
It all looks horrible visually (placeholder stuff) but there's a lot of implemented features you can catch there if you pay close attention. lmao.
Originally I just wanted to see what was possible and eventually I ended up with a working prototype lmao, gonna focus on the base housing mod now and put this on the back burner for a few days since I'm satisfied with that.
Incredible
any chance to config the size of the room?
for those who wants a small room for example
I'll look into it but probably not. The factory was made bigger very early into my testing because it quickly gets cramped with 6 pokemon working (max workers) if you want anything in the room other than just workstations and crates.
The house is smaller because it's just you, your decorations, and your active pet.
Factory rooms needs to be reasonable with 6 pokemon + player + pet running around inside doing things and still have room for players to decorate.
ahh perfect
@silent hatch @earnest fractal You guys free to test out the mods?
Sup Ghost , I'd love to but i'm "locked" on getting something to run for a few days
i'll hit you up when ive finished it
Sounds good. I'd like to have at least two testers other than myself who can connect to a server together to also test multiplayer stuff.
@strange wagon @thin bison @runic locust If any of you are interested and willing to join a server with whoever else ends up testing please lmk.
yeah

Sent you an add, gonna open a group DM with the testers so I can get direct feedback without flooding this channel
accepted
Awesome, whenever somene else is ready to test I'll make the group DM and send the files 

I'm a bit busy at the moment, sorry, if you're still testing the next few days I'll get back to you
Apologies
All good!
Yep there's plenty of little quirks with workers I was just trying to get something functional lmao
Polishing that addon up will come after I'm satisfied with the housing/pet/trainer mods.
Need to do a lot of work balancing poke factory too so it's not just an infinite resource printer without substantial investment.
You could add compatibility to my crafting system mod and make the factory give some resources that can be used for crafting?
I was actually thinking about reaching out to you to add compatability between our mods when I properly get dug-in in pokefactory.
Oh nice, yeah I would be happy to help with that
Yeah it would actually be super useful because if I make it a dependency I can steal all your hard work putting together recipes and just spread them out among workstations. 
I think recipes and resource gathering rates are gonna be the biggest hurdle with pokefactory, so it both feels rewarding but also not like an infinite money/resouce printer.
The pokemon continue to work whether you are in the base or not
Everything they are doing is actually a bunch of math running in the background with the visuals being simulated on top only while you're in the factory.
Was thinking about making the food they eat uncraftable by the poke's themselves so you have to occasionally go back in and fill the troughs with something you earn through gameplay to avoid an infinite passive income loop
But anyways that's a problem for future Ghost to solve 
Or you could make it so they need to do multiple recipes to make food
The initial baseline balance I threw together for the prototype was set up so that if you wanted poke's to farm and eat their own berries then it would take 2 out of the 6 slots, leaving you only 4 to do other jobs. This way the player could choose to feed manually and have all 6 doing more important jobs, or have 2 farming and 4 crafting, etc.
Or in other words, 1 farming poke can feed itself + 2 other pokes. Not sure if I still love that idea but it kiiinda works.
Maybe
@earnest fractal I think this mod is ready to release if you still want to put together assets for it like the resized plushies you wanted etc, lmk if you still want to make furniture for it and I'll wait for you to send that my way before I release it.
There's a ton of sprites in the base game graphics that could be turned into furniture too if you wanted to take a peek at those.
sure! u need me to upscale x2 all the furnitures or that will be doing with scripts?
Most of the furniture doesn't need to be upscaled think it was primarily the plushies and maybe a handful of other things but I mostly just meant if you wanted to put together some more furniture beyond what's in there already so that there's a nice big library. I fully stripped the sources you linked before but the game itself has tons of assets we could use in the graphics folder or other custom stuff if you want to make it.
No worries at all if you don't want to do that, I think there is enough to release it either way but you seemed like you wanted to work on some furniture before so I figured I'd ask first.
my concern is that, all sprites must be in this scale, because everything in PIF/KIF is at that size
if u look at the rest of the assets
they are non scaled correctly
i can manually adapt all the sprites to be pixel perfect without issues
the problem maybe will be the canvas size for each asset
Oh yeah you’re right, well I can run a script to 2x all the sprites if there are more that are too small than the other way around
Would make converting easier if there are only a few at the correct scale rn
But tbh it might just have to be done by hand if it’s a mix lmao
sure!
i can adapt the ones that not fit x2
dont worry
and yeah
i will work on new furnitures
with this, i can start spriting and testing that all works correctly
Sweet, thanks!
yw!, thanks to you for the amazing work
Only thing that sucks about converting them is the house will effectively get smaller
because all the furniture will be larger
But tbh that's probably fine because when I get the factory addon for this done the house will have access to a 2nd room that's already larger to begin with.
its ok, that's how poke emerald is, u need to be wise on how to distribute ur decos
& The player can choose to just decorate the factory room like normal if they want
instead of doing factory stuff
this is perfect
Yeah true the scale will be pretty similar
so, dont worry about space
Alright, sounds good to me.
Send me screenshots if you make anything cool 
I'll wait until you're happy with the asset pack before releasing the mod
already finished all the sprites for alek multiplayer mod, i will start with loopy craft items request and furnitures for your mod
that's really kind for your part, thanks

i wait for ur update to start
Should be fine to edit the sprites in the version you have, nothing significant has changed just bugfixes. No rush, whenever you're feeling up for it it's all yours. 
i mean this one "Oh yeah you’re right, well I can run a script to 2x all the sprites if there are more that are too small than the other way around
"
i need the updated script or if u want, tell me what script is i can do it myself
nevermind, i can work with the assets, u dont need to adjust nothing
i will adapt everything that fit to the canvas to be pixel perfect
pic to enjoy this feature

i will start with ripped ORAS ones
and later, all the ones u added from other sources
for example, this one is scaled correctly, like the dresser
i will work in that scale
first test, pass!
working great
the issue is that the sprite shows in the correct scale, but i can pass over it
so, we will need to update the cavas size for all of them
@wintry flume i will make the whole pack, some furnitures you rip from other things will be deleted or replaced for the correct ones, is this ok for you? i want to make a perfect clean pack of furnitures
Yep that's fine you can delete or edit whatever. As for the clipping issue that has to do with the filenames. You need to increase the values because those numbers represent the size.
This explains it
ohh perfect
the problem with some of the assets is that the correct size is 200% or x2 of its original size, but not make sense, this kitchen is a lot bigger than the base game, do you rip this ones from the KIF files?
I figured making the mod just recognize the item's size based on the file name saved having to manage a config file that lists all the furniture
this will be really helpfull
Those were the gen3 sprites you linked me before
well, those ones we will replace them for KIF/PIF ones, so, we can use the already items in the whole game
Yeah that's probably the best bet

so, i can just crop everything without worry about the canvas?
Yeah when you look at a 1x1 item compared to a 2x2 item or a 2x3 item compare the file names and canvas sizes
The guide I linked above explains it but it's also pretty self explanatory
oki
the pass-through part is the only thing that might be a little unclear without reading the guide
which is for items you can walk behind
ok
fixed the box, i will give you the whole furniture pack soon!

good news is: all the PIF/KIF tiles are scaled correctly, only need to replace everything and we are done
Yeah haha, no need to mess around when it's already made at the right scale
im tied to the 1x1, 2x2, 2x3, right'
_
?
or i can add custom sizes?
im following the guide
for example, this one is 32x79
That should be bottom-centered in a 32x96 canvas. The reason is because the top piece of the chair just barely goes into the third tile at the top (32x32 tiles) so that when the player walks behind the couch the arm of the couch is above their sprite.
All sprites should be using 32x canvases

@wintry flume if we can set the background to be grass, we can use this ones to recreate a natural garden room
would be cool
the floor i mean
Adding floor and wall sprites is dead easy
they are just a 32x tile with a number for the file name
Look in graphics/ghostbase/tilesets
W = wall, F = Floor, R = Roof.
w5.png is the fifth wall tile option.
I would just say don't go too crazy on floor tiles and stuff because if there are like 60 walls people are gonna get lost scrolling through them lmao.
yeah, im stick on updating the ones you did first
i mean this, im only updating the ones you rip from the other gen
with the ones original from PIF/KIF
i was thinking on adding just one floor and walls for garden and 2 o 3 trees and plants
nothing more
maybe a little water pond
Yeah that’s looking great!
@wintry flume im about to finish the furnite pack!
Sweet!
For some reason, toys and items that must be on TOP on desks are not working as intended, they are down below desks
im following your guide
nothing is wrong with the names
even with the "d" on its name
test yourself if u can
Might be a bug with the older version you have, I'll double check everything when the pack is done before I publish the mod
anyone wanna fight in my personal battle link system?

or you can come and join me in the pool

finished the furniture pack!
looks really good
Got the tabletop item bug fixed and switched the house to a key item you buy from the kuray shop for 5000 instead of a menu button. Heading to bed in a minute but probably going to release this and about 5 other mods on the modloader tomorrow. 
Had to fix a few items names for collision purposes but you got most of them right and the assets look great.
