Search found 283 matches

by Fother
15 Oct 2009, 01:38
Forum: Graphics Development
Topic: [DIS] Authors codes in pixel tags.
Replies: 9
Views: 2318

Re: [DIS] Authors codes in pixel tags.

Ces wrote:
Fother J wrote:FTJ, FTR?
FÞR! :lol:
:shock: That will require explanation on IRC :wink:

My tacky suggestion about badge icons of the artists on the pixel tags was something like this:

Image
in 4 letters... IRUK, FOTH, CRSH, AXLT, MATT.
by Fother
14 Oct 2009, 17:34
Forum: Graphics Development
Topic: [DIS] Authors codes in pixel tags.
Replies: 9
Views: 2318

Re: [DIS] Authors codes in pixel tags.

FTJ, FTR?

I'd also go for bloating the tag with a 16x16 icon badge for each artist :twisted: ... but that would probally be hard to track... irukard's little yellow bird icon, crush's pinkie icon, my squirrel icon, etc (hmmm... maybe 20x20 then :D)...
by Fother
14 Oct 2009, 03:35
Forum: Graphics Development
Topic: [WIP] Playerset - CR1 - NEEDS HELP
Replies: 105
Views: 28079

Re: [WIP] Finishing the playerset

For eAthena, let's go ahead and commit Wombat's player sprite corrections.

Otherwise, we're already using common heads in a separate layer for TMWServ (when bcs86 and I are finished with the sheet).
by Fother
08 Oct 2009, 20:03
Forum: Graphics Development
Topic: [WIP] Playerset - CR1 - NEEDS HELP
Replies: 105
Views: 28079

Re: [WIP] Finishing the playerset

I would like to add in the ability to property a frame or sequence to change the z-order of a layer for the duration of that frame. This isn't something critical for completing the playerset, nor will is it needed for the one handed sword frames I'm working on... but it would be needed to display th...
by Fother
06 Oct 2009, 00:29
Forum: Off topic
Topic: [WHAT ARE YOU DRINKING WHILE POSTING ?]
Replies: 30
Views: 5274

Re: [WHAT ARE YOU DRINKING WHILE POSTING ?]

  • Whiskey
  • Scotch
  • Whiskey Sour
  • Scotch & Lemonade
  • Guinness
  • Pabst Blue Ribbon
  • Yuengling Lager
  • Rogue Dead Guy Ale
  • Dunedin Brewery Red Head
  • Frank Zappa Lumpy Gravy (yes, it's a beer, nice dark, and thick)
  • Rum and Cola
by Fother
04 Oct 2009, 23:01
Forum: TMW Classic
Topic: Why does every TMW fork die?
Replies: 33
Views: 6518

Re: Why does every TMW fork die?

I think forks/servers seem to die because they often feel like a "B-side" of a record. While we may have plenty of things that are inconsistent with the same style or quality standard, I don't really see many of the forks/servers improving apon it any further (or back leaching any of our i...
by Fother
18 Sep 2009, 01:21
Forum: Graphics Development
Topic: [WIP]Lurker (beast)
Replies: 11
Views: 5086

Re: [WIP]Lurker (beast)

Happy Anniversary Bump :P http://wiki.themanaworld.org/index.php/Creature_proposal#Lurker Sigh... there was an animated version of this (and not just the concept art animation)... Hopes for Matt to magically swoop in and find what post it was in... Still an interesting monster that someone will hope...
by Fother
15 Sep 2009, 12:51
Forum: Graphics Development
Topic: The walls of Tulimshar
Replies: 64
Views: 16925

Re: The walls of Tulimshar

They do not give an impression of "power" like the current ones. It might be due to the small bricks, but the wall looks very fragile in my opinion. Could we try widening it a little. A width of a couple of tiles makes them also too thin for such a high and old wall. I'd make it at least ...
by Fother
13 Sep 2009, 22:34
Forum: TMW Classic
Topic: [WIP] Newbington
Replies: 0
Views: 1323

[WIP] Newbington

This post is a placeholder for organizing my tilesets for Newbington! As I continue working on it's component images I will update this first post to the current organization of the tileset. Please don't reply to this first post (it's just a placeholder until I have organized and posted current WIP ...
by Fother
10 Sep 2009, 01:04
Forum: Feedback / Feature Requests / Content Suggestions
Topic: My impressions of TMW if I may?
Replies: 22
Views: 6272

Re: My impressions of TMW if I may?

I can agree with you about people not taking their acorns, as some times walking along the path are five acorns spread out. And I say its up for grabs of they walk off the map, because, hey, you chose to walk away from it. Nom nom nom http://img171.imageshack.us/img171/9940/acorns.gif http://img11....
by Fother
09 Sep 2009, 08:05
Forum: Graphics Development
Topic: [WIP] yeti
Replies: 42
Views: 12391

Re: [WIP] yeti

Honestly... keep it without the fur texture (if you do add a little, add a bunching of fur here and there [lightly, but not too much])... it looks really good like this... now I'm dying to see the left/right and up movements :D I'm also curious as to the attack (snow ape slap with bottom jaw teeth s...
by Fother
08 Sep 2009, 07:48
Forum: Graphics Development
Topic: Apple
Replies: 2
Views: 937

Re: Apple

Did you check Git? The old one was fixed with proper lighting direction, perspective fix, and is even recolorable (so green, yellow, or even purple apples are possible)... 8). http://gitorious.org/tmwdata/mainline/blobs/master/graphics/items/use-food-apple.png When viewing please note that it's not ...
by Fother
08 Sep 2009, 03:30
Forum: Player talk
Topic: TMW screenshots
Replies: 15
Views: 2464

Re: TMW screenshots

Matt wrote:Your grass tiles look much nicer than the current one but they aren't perfect yet.
feline monstrosity wrote:Yeah the colours clash.
It was for my own use... but if you want to start a grass improvement thread... 8)
by Fother
07 Sep 2009, 16:14
Forum: Player talk
Topic: TMW screenshots
Replies: 15
Views: 2464

Re: TMW screenshots

I live out of custom data... but here's a few recent screen shots... http://img443.imageshack.us/img443/4420/tmwscreenshot71.png With the skull mask on, I poisoned the poison skull :twisted: http://img405.imageshack.us/img405/7213/skullvskull.png Hungry are the snails http://img405.imageshack.us/img...
by Fother
07 Sep 2009, 10:54
Forum: Graphics Development
Topic: [WIP] Skull Mask
Replies: 16
Views: 4374

Re: [WIP] Skull Mask

Bertram

The XML had a wrong value for the Left Sit... the corrected version is uploaded in my original post. :oops: