Search found 194 matches
- 11 Mar 2009, 21:21
- Forum: Feedback / Feature Requests / Content Suggestions
- Topic: GUI suggestion ...
- Replies: 3
- Views: 1191
Re: GUI suggestion ...
Forgive me for necroposting ... Anyways, I just wanted to bring this up again but I'm thinking no one replied to this because I was unclear. I didn't really know how to explain this any better, but I came up with a way to describe it better. Anyways, it would kinda be like the box-model for HTML/CSS...
- 11 Mar 2009, 21:13
- Forum: Feedback / Feature Requests / Content Suggestions
- Topic: Messages without dialogue boxes
- Replies: 7
- Views: 1438
Re: Messages without dialogue boxes
A more elegant solution for the spam would be to have a separate tab for all non-chat related things. (Or even further to be able to split those into combat and non-combat messages.) I always thought that a chat window should be separate from a console (which display "You picked up a Bug Leg&q...
- 11 Mar 2009, 17:59
- Forum: Feedback / Feature Requests / Content Suggestions
- Topic: Universal client for all TMW forks [was: Client ideas ...]
- Replies: 1
- Views: 779
Universal client for all TMW forks [was: Client ideas ...]
I came up with this idea the other day ... The idea is that the client becomes universal and you don't need to download a new client for every different fork you play. Maybe there could be some kind of config file in the TMW directory that tells the universal client the server's ip address, the upda...
- 03 Mar 2009, 19:52
- Forum: Feedback / Feature Requests / Content Suggestions
- Topic: a suggestion.
- Replies: 11
- Views: 2140
Re: a suggestion.
I always thought that we should have a HEADWEAR slot and a FACEWEAR slot (as well as several other slots but that's another topic) but I read somewhere that wasn't possible with eAthena. I was hoping that tmserve would support this. For disambiguation HEADWEAR would be a hat, ribbon, etc. and FACEWE...
- 27 Feb 2009, 14:32
- Forum: Feedback / Feature Requests / Content Suggestions
- Topic: Possible client-side changes/improvements ...
- Replies: 7
- Views: 1804
Re: Possible client-side changes/improvements ...
Sorry ... wasn't sure if I was clear. I was thinking along the lines of almost eliminating the xml file for the animation and just using a large image for each subsprite (face, pants, sword, etc.) comprised of properly spaced out images that if you stacked all of these subsprites one on top of the o...
- 26 Feb 2009, 03:35
- Forum: Feedback / Feature Requests / Content Suggestions
- Topic: Possible client-side changes/improvements ...
- Replies: 7
- Views: 1804
Re: Possible client-side changes/improvements ...
...or you could just use a round wheel instead of a square one and save the combined spritesheet of each character in memory. But there is also a much less technical problem. The timings of the animations a sprite is combined from do not necessarily have to be identical. This means that the combine...
- 26 Feb 2009, 01:49
- Forum: Feedback / Feature Requests / Content Suggestions
- Topic: Possible client-side changes/improvements ...
- Replies: 7
- Views: 1804
Re: Possible client-side changes/improvements ...
For cached spritesheets you can do something like a PNG with a filename like PC_Gato_F247EA.png ... PC stands for playable character, you could use NPC for an NPC or MOB for an enemy, or whatever you want. I think it's probably a good idea to differentiate what type of spritesheet it is because prob...
- 25 Feb 2009, 20:28
- Forum: Feedback / Feature Requests / Content Suggestions
- Topic: Possible client-side changes/improvements ...
- Replies: 7
- Views: 1804
Possible client-side changes/improvements ...
Hey, I thought I'd make some suggestions for the client that might make the world a little more interactive. I think it'd be it interesting if NPC's eyes followed your player, or at least they turned and looked at you. This could be done by adding frames to an NPC's graphics. We are already gonna ad...
- 21 Feb 2009, 18:35
- Forum: Graphics Development
- Topic: Err.. clover?
- Replies: 6
- Views: 1740
Re: Err.. clover?
i'd actually love to see a ground cover tile that's clover, so we could have a cloverfield. maybe a variation tile would have a 4-leaf clover on it (if you look at it close enough).
looks good, but seems to be missing something ...
looks good, but seems to be missing something ...
- 20 Feb 2009, 21:07
- Forum: TMW Classic
- Topic: nycsounddesign music track
- Replies: 48
- Views: 16407
Re: nycsounddesign music track
I like it ... but others probably are more purist and might not like some of the "electronic sounds"
- 19 Feb 2009, 02:37
- Forum: Feedback / Feature Requests / Content Suggestions
- Topic: Marriage Failure
- Replies: 32
- Views: 6343
Re: Marriage Failure
Question: Would compiling something like this into the server be faster as opposed to if it were script based? I am asking not to be a jerk but because I don't know. I remember from my Java classes in school that the teacher said since Java was an interpreted programming language (script) that it wa...
- 18 Feb 2009, 21:59
- Forum: Feedback / Feature Requests / Content Suggestions
- Topic: Marriage Failure
- Replies: 32
- Views: 6343
Re: Marriage Failure
... real marriages of love Huh? Real love? I've never met the person I married in game in real life, so how can I love them? We're just blurring the lines a little too much that separate a fun game that I play online occasionally and then turn off and go back to my real life. Seriously!? To fix thi...
- 18 Feb 2009, 20:26
- Forum: Feedback / Feature Requests / Content Suggestions
- Topic: Items to wear over armor
- Replies: 5
- Views: 1484
Re: Items to wear over armor
The only reason I said "another class" is that maybe I want to wear a shirt under my open robe.
- 18 Feb 2009, 20:04
- Forum: Feedback / Feature Requests / Content Suggestions
- Topic: Items to wear over armor
- Replies: 5
- Views: 1484
Re: Items to wear over armor
Robes probably should be a shirt, or a completely different class of armor that appears above a shirt and a pair of pants.
- 11 Feb 2009, 03:05
- Forum: Feedback / Feature Requests / Content Suggestions
- Topic: status effects
- Replies: 5
- Views: 1477
Re: status effects
I say we should stick with the classics (poison, slow, stop, etc.), but I have to say that the "drugged" status effect has one interesting option and that is the seeing things that aren't there. This could be used for seeing mirages in the desert or maybe used after playing for a long time...