I’ve been debating about how to introduce this blog post because what I have to show here is so huge, it can completely change how Bug Fables modding is done and I am not overstating it. So let’s cut to the chase and look at the results of what I have before I explain things. Here is the code I...
This post is very hard to start because there’s SO MUCH to talk about that there’s a bunch of ways to get your attention from the get go sooooo, here’s a funsies that happened while I was implementing parts of custom enemies in VenusRootLoad (sorry they don’t embed, WordPress free plan doesn’t let...
Featured image based on a screenshot from MooskyFish: https://bsky.app/profile/themooskyfish.bsky.social Last November, I took a break of VRL development, but planned my holidays vacations such that I would be able to focus on it for ~20 days in a row. As a result…A LOT HAPPENED! To my...
Hi! My last post announced an ambitious project called VenusRootLoader, a Bug Fables specific Unity modloader with the goal of having a strong long standing foundation better than universal modloaders while making modding the game more accessible despite its crazy complexity to do so at a low...
To say that a lot has happened the past couple of months regarding Bug Fables modding would be an understatement, even as modding still isn’t very accessible to beginners. Huge changes are happening in the landscape of universal Unity modloaders that made me seriously reconsider the idea of going...
It’s been a while! Sorry about that and doubly sorry for not doing my initially planned part 2 of the battle system, but WAY TOO FREAKING MUCH has happened for my plans to happen. It will happen, but not now because there’s a lot to talk about. Well the fact I have to make yet another modding...
Yep, finally a blog post about the game’s battle system! This post is something I been looking forward to write for a very long time to do because the amount of findings that happened this year about BattleControl (the game’s battle system component) are REALLY surprising and interesting. I...
Hi! So I know I said on the last blog post that the next one would be about BattleControl, but that’s just not gonna happen because WAY too much stuff happened in the last month and a half that I had to condense everything in a post because nearly everything is very positive for the game’s...
Hi! I am so sorry to post this one so late. I really didn’t plan to be about half a year behind on my blog posts, but finally, here we are! All of the post will be about the EntityControl portion of the docs I published last summer. You can check the full details here:...
This is an in-depth tutorial for newcomers to modding. We are going to make a simple mod that adds a new kind of enemy to spawn in strategic mode, a peasant uprising. You need no graphical skills for this one. In Airships strategic mode, there are lairs on the map that are periodically occupied by...
With the new lighting system in recent versions of Airships, the way to create new graphics for mods or reskins has changed. In this post, I'm going to go over how to make new graphics that fit in seamlessly with the existing ones and play well with the lighting system. Spritesheet and bump Each...
In this second instalment of the Airships modding guide, I'll give you an explanation of how mods can override existing game functionality, and walk you through creating a simple mod that adds a new weapon: a really big cannon. Note that this guide assumes you're read part one. How mods work As a...
These are detailed instructions on how to set up the Airships code and libraries with NetBeans. At the end of these instructions, you will have a copy of the game running from the source code, ready to be modded. You will need: Membership in the Mod Developer Programme A copy of the newest...