Search found 1642 matches
- 15 Apr 2008, 10:37
- Forum: Graphics Development
- Topic: New playerset's frames and animation
- Replies: 214
- Views: 57225
Re: New playerset's frames and animation
The frames with alpha layer and underwear (and without facial expression) are in your TMW directory.
- 12 Mar 2008, 17:00
- Forum: Graphics Development
- Topic: Evil Eyeball Monster
- Replies: 34
- Views: 6340
Re: Evil Eyeball Monster
Funny enough I happen to have drawn a floating eye monster a long long time ago. (It hasn't been modified since December of the year 2000! (I was 12!!))
- 10 Mar 2008, 12:57
- Forum: Graphics Development
- Topic: Chef npc!
- Replies: 47
- Views: 13346
Re: Chef npc!
Try to avoid pillow shading
Have a look at this: http://www.natomic.com/hosted/marks/mpat/shading.html
Have a look at this: http://www.natomic.com/hosted/marks/mpat/shading.html
- 04 Mar 2008, 19:53
- Forum: Graphics Development
- Topic: [FND] Block Walls (City walls, Prison, Arena)
- Replies: 158
- Views: 58659
Re: concrete walls (outdoor arena tileset)
I love the big stones and tall merlons. Good work.
One thing though, I think the floor stands out too much in relation to the dark bottom of the wall. Maybe the floor should be darker. Oh and also it looks strange to me how the stone under the door and window aren't dark as the surrounding stones.
One thing though, I think the floor stands out too much in relation to the dark bottom of the wall. Maybe the floor should be darker. Oh and also it looks strange to me how the stone under the door and window aren't dark as the surrounding stones.
- 29 Feb 2008, 06:58
- Forum: TMW Classic
- Topic: Death Messages
- Replies: 27
- Views: 6343
Re: Death Messages
We could use every phrase from the Monty Python sketch about the dead parrot: '[name] is stone dead' '[name] is deceaced' '[name] passed on' '[name] is no more' '[name] has ceased to be' '[name] expired and went to his maker' '[name] is a late [race]' '[name] rests in peace' '[name] is pushing up th...
- 21 Feb 2008, 20:18
- Forum: TMW Classic
- Topic: [RESOLVED] tmwserv Map Warp Points
- Replies: 16
- Views: 4288
Re: [RESOLVED] tmwserv Map Warp Points
Like Crush said you don't need to preload anything if you don't switch maps. This by warping from one location on the map to another. And these A and B can be on the same map, eventhough they are only connected through a warp.
- 20 Feb 2008, 17:15
- Forum: TMW Classic
- Topic: Mushroms Forest Cave
- Replies: 135
- Views: 32714
Re: Mushroms Forest Cave
Nice work Len. Love the top row.
- 19 Feb 2008, 12:21
- Forum: TMW Classic
- Topic: New Map 9 or Old map 9
- Replies: 13
- Views: 3765
Re: New Map 9 or Old map 9
In the future, when posting large images such as these, please consider the use of a high quality jpeg, rather than png, which is very true to each color. At maximum quality, a jpeg of that size would have been less than 500k. Your pngs on the other hand are approaching 3mb. ;) Looks like the PNG i...
- 18 Feb 2008, 19:10
- Forum: TMW Classic
- Topic: Newest particle effect creation: Pentagram
- Replies: 10
- Views: 2711
Re: Newest particle effect creation: Pentagram
Nice. The circle will come in handy no doubt.
- 18 Feb 2008, 18:51
- Forum: TMW Classic
- Topic: TMW GUI - skinning thread
- Replies: 46
- Views: 12516
Re: TMW GUI - skinning thread
I like Iru's skin.
- 12 Feb 2008, 23:35
- Forum: Graphics Development
- Topic: New playerset's frames and animation
- Replies: 214
- Views: 57225
- 11 Feb 2008, 22:56
- Forum: Player talk
- Topic: myspace tmw group!
- Replies: 9
- Views: 1363
- 11 Feb 2008, 15:21
- Forum: TMW Classic
- Topic: New Helms I've done
- Replies: 8
- Views: 3226
- 11 Feb 2008, 14:23
- Forum: Graphics Development
- Topic: Batman NPC
- Replies: 6
- Views: 1614
- 09 Feb 2008, 07:14
- Forum: Graphics Development
- Topic: New playerset's frames and animation
- Replies: 214
- Views: 57225
My friend Curly created a better blur. Here it is: http://hosting03.imagecross.com/myspace-image-upload-8/1344curly-edit.gif This blur is against the reason I made the attack frames the way they are. The whole idea was that the weapon passes through the entire area of attack. Also I now see some ch...