Search found 2814 matches
- 11 Oct 2010, 06:10
- Forum: Graphics Development
- Topic: [DIS] Graphical guidelines for CR projects
- Replies: 14
- Views: 5017
Re: [DIS] Graphical guidelines for CR projects
http://wiki.themanaworld.org/index.php/User:Rotonen/tmw-cr-graphics-guideline Added variety demands for tiles representing organic stuff and decal demands for tiles representing man-made stuff. Also added the demand to make tilesets 8-way to allow mapping convenience. Do take note that organic borde...
- 11 Oct 2010, 05:59
- Forum: Graphics Development
- Topic: bandit (maybe)
- Replies: 51
- Views: 10283
Re: bandit (maybe)
About stealth, couldn't the default client use the "target closest mob" to find then anyway? Yes. Trying to create client-sided annoyances only encourages people to circumvent them and that lowers the border for further optimization of your client. Try to remember the base principle: you ...
- 10 Oct 2010, 18:53
- Forum: Graphics Development
- Topic: [HELP] Monster attack effects
- Replies: 8
- Views: 3559
Re: [HELP] Monster attack effects
It is intended for the default mob attack. I was thinking of having a pillar of purple flame bursts from the ground under the player. This would just be a single stationary animated particle. Since the boss is ranged, right now there is no easy way to tell that it is attacking you (especially if a ...
- 10 Oct 2010, 18:41
- Forum: Graphics Development
- Topic: [DIS] Graphical guidelines for CR projects
- Replies: 14
- Views: 5017
Re: [DIS] Graphical guidelines for CR projects
http://wiki.themanaworld.org/index.php/User:Rotonen/tmw-cr-graphics-guideline Comments? Anything I missed? Anything I messed up? Anything lacking? Sounds good to me. Maybe add that a player is about 2 tile high, 1 tile wide. To give an idea how big things should be. Also could relevant tileset arti...
- 10 Oct 2010, 12:01
- Forum: Graphics Development
- Topic: [DIS] Graphical guidelines for CR projects
- Replies: 14
- Views: 5017
[DIS] Graphical guidelines for CR projects
http://wiki.themanaworld.org/index.php/User:Rotonen/tmw-cr-graphics-guideline Comments? Anything I missed? Anything I messed up? Anything lacking? Also could relevant tileset artists post palettes for the tilesets they are doing? Should we include the palette tile(s) into or next to the author tag o...
- 10 Oct 2010, 11:12
- Forum: TMW Classic
- Topic: [DIS] Sliding scale of character flexibility
- Replies: 8
- Views: 3500
Re: [DIS] Sliding scale of character flexibility
On the long term, building around forcing people to pick different roles is a good concept. For the limited amount of content planned for CR1, we do not have the resources to take it that far. Functional simple melee combat is what I've specified for CR1. In further Content Releases we can easier ex...
- 10 Oct 2010, 11:10
- Forum: Graphics Development
- Topic: [WIP] Tileset and mapping - CR1 - AxlTrozz
- Replies: 176
- Views: 55110
Re: [WIP] Tileset and mapping - CR1 - AxlTrozz
For a placeholder it does its job good enough. In reality the strict border geometry it forms is a strict no-no.
- 10 Oct 2010, 11:08
- Forum: TMW Classic
- Topic: [DIS] Soundscape - CR1 - saturn
- Replies: 93
- Views: 26435
Re: [DIS] Soundscape - CR1 - saturn
For the outdoors fields of the island it seems appropriate. IMO fits with the mood of the currently proposed academy piece too.
Saturn, any thoughts on this?
Saturn, any thoughts on this?
- 10 Oct 2010, 11:06
- Forum: TMW Classic
- Topic: CR1 - Beach add-ons
- Replies: 82
- Views: 22470
Re: CR1 - Beach add-ons
Given some consideration the result is still a strict no for living things as parts of a tileset. Making stuff like that animated 1HP background fluff is winning in my estimation in every single aspect I can think of.
- 09 Oct 2010, 14:28
- Forum: Off topic
- Topic: forum accounts
- Replies: 6
- Views: 1223
Re: forum accounts
Forum accounts are not much of a technical hindrance: there is no need to prune them.
- 07 Oct 2010, 22:01
- Forum: Graphics Development
- Topic: [WIP] Tileset and mapping - CR1 - AxlTrozz
- Replies: 176
- Views: 55110
Re: [WIP] Tileset and mapping - CR1 - AxlTrozz
No one will get mad at you for improving existing work. Contact the author in question (for whatever you need to retouch) to verify if there would already be non-public work done on it. This is to avoid potential workforce allocation conflicts.
- 07 Oct 2010, 06:08
- Forum: Graphics Development
- Topic: [HELP] Monster attack effects
- Replies: 8
- Views: 3559
Re: [HELP] Monster attack effects
The current "many random sparks" is not optimal in any way: experiment with a motion trail of a swing. One particle should do it, really.
- 06 Oct 2010, 20:14
- Forum: Graphics Development
- Topic: Player-set 1.5
- Replies: 146
- Views: 50468
Re: Player-set 1.5
More frames please. faster frame rate. We are not making a feature film here, we are trying to minimize the number of frames to sanitize equipment workloads. Every single frame you can save with cheating and fooling the eye is a good frame here. Motion trailing and strategical pausing (ease-in, not...
- 06 Oct 2010, 20:11
- Forum: TMW Classic
- Topic: [new] Redo project.
- Replies: 2
- Views: 1124
Re: [new] Redo project.
Fix the static bits first and start humble before reaching for the stars?
- 04 Oct 2010, 19:55
- Forum: TMW Classic
- Topic: Money stats
- Replies: 19
- Views: 5087
Re: Money stats
What are the main sources of money in-game? What are the main NPC sinks? AFAIK you do not have any NPC sinks after you obtain everything currently obtainable. Expensive, but necessary potions and equipment upgrading (which can destroy items) are nice ways to include infinitely functioning sinks into...