Search found 423 matches
- 09 Jan 2011, 09:44
- Forum: Graphics Development
- Topic: [DIS] Flask Of Blood + Ice Cube + Ice Arrow
- Replies: 19
- Views: 4514
Re: [WIP] Flask Of Blood + Ice Cube
Here is the promised ice arrow (suggestion: they can be made like the arrows from raw log but here from ice cubes (particles = same as asorm's)): http://forums.themanaworld.org/download/file.php?id=7418 Weapon-arrow-ice.png [ 3.07 KiB | Viewed x times ] Napalm (Ali-G ), for the particles that'll be...
- 09 Jan 2011, 09:18
- Forum: Graphics Development
- Topic: a new skull
- Replies: 40
- Views: 11279
Re: a new skull
@nmaligec: about compressing frame ? looks more than it ? http://www.gilawhost.com/images/fgdeam2l.png also add attack effect like accesories would be very nice but we also can add other accesories for the skull, such as a warlord helmet for do a fallen's skull ... (it's just a idea) and that can ma...
- 08 Jan 2011, 17:47
- Forum: Graphics Development
- Topic: a new skull
- Replies: 40
- Views: 11279
Re: a new skull
xml here here (little changing place of dead frame) http://www.gilawhost.com/images/c9bcz5i1.png :wink: nmaligec: for the R channel for do the attack: i think there is a difference btw poison and fire for example and the particle who i have done, are for <particlefx> (in monster.xml) but about when ...
- 08 Jan 2011, 09:19
- Forum: Graphics Development
- Topic: a new skull
- Replies: 40
- Views: 11279
Re: a new skull
x= 549.5 y=642.0 These are teh x and y positions of the skull on the Reaper's sprite sheet. I was thinked about where is the reaper one the maps for summon the skull when it's die. and as you know the reaper move so I need to get the x and y pos when he die for summon the skull in these x_y_positio...
- 07 Jan 2011, 17:05
- Forum: Graphics Development
- Topic: a new skull
- Replies: 40
- Views: 11279
Re: a new skull
This looks awesome and I have an idea how to introduce it in TMW. If you pay attention to the Reaper's sprite sheet, you will see that when it dies, it becomes this type of skull for 1-2 frames long. IMO, I think that it would be cool if the Reaper turns into one of this skull when it dies. Napalm....
- 06 Jan 2011, 18:28
- Forum: Graphics Development
- Topic: a new skull
- Replies: 40
- Views: 11279
Re: a new skull
image dyable & dead frame here =>
PS: I'm doing the xml file
PS: I'm doing the xml file
- 27 Dec 2010, 12:56
- Forum: Graphics Development
- Topic: Player-set 1.5
- Replies: 146
- Views: 50492
Re: Player-set 1.5
Btw, how many frame do you will put for the animation? I will change the eye blinking when the character attacks and maybe (I will see after) a little blink when he is walking. After that, I will try to do a blinking animation when the character is sitting down doing nothing. (This doesn't change a...
- 24 Nov 2010, 17:08
- Forum: TMW Classic
- Topic: .wlk
- Replies: 3
- Views: 1252
Re: .wlk
in tmwserver/data .natsuki3 wrote:where i can find those files .wlk for the maps ? [...]
- 24 Nov 2010, 16:29
- Forum: Graphics Development
- Topic: [REQ] a packrat NPC
- Replies: 7
- Views: 1890
Re: [REQ] a packrat NPC
lien---that looks great!!!!! :mrgreen: :twisted: maybe add some hats (2 or 3) on his head and more stuff on his back ...some pots and pans ..tea-pot ...bird cage......a stool any thing lots and lots of stuff ...just a idea ...looks really good as it is.. -----skipy two hat in same head ! :o well th...
- 23 Nov 2010, 20:36
- Forum: Graphics Development
- Topic: [REQ] a packrat NPC
- Replies: 7
- Views: 1890
Re: [REQ] a packrat NPC
well maybe this one ?
Lien ... & Wario
Lien ... & Wario
- 23 Nov 2010, 17:16
- Forum: Graphics Development
- Topic: [REQ] a mob based on player sprites
- Replies: 1
- Views: 924
Re: [REQ] a mob based on player sprites
Hi folks, we need a mob, based on player sprites (such as a fallen). This mob should be located in the frosty caves of nivalis, so maybe that mob needs to have some winter boots and such warming stuff. This will be a unique boss monster. PjotrOrial, it'll be doing only with xml and not with his own...
- 20 Nov 2010, 13:11
- Forum: Graphics Development
- Topic: Sorcerer robe
- Replies: 27
- Views: 5894
Re: Sorcerer robe
Awesome !
- 16 Nov 2010, 15:52
- Forum: Graphics Development
- Topic: [WIP] Re-make of The Walls of Tulsimer
- Replies: 84
- Views: 25332
Re: [WIP] Re-make of The Walls of Tulsimer
well, if you do the walls maybe need to redo other things in the tileset
----------------
here is a start
Lien... & Wario
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here is a start
Lien... & Wario
- 07 Nov 2010, 19:13
- Forum: TMW Classic
- Topic: -script- the herb changer -script-
- Replies: 6
- Views: 2185
Re: -script- the herb changer -script-
sorry for double post, But I was think this type of "quest" can be reusable a lot... so I did a function >> on paster bin here << it was tested. for example you can do an script easily like this 009-1.gat,80,47,0 script pearlchanger 120,{ set @NPCName$, "[test]"; set @item_type$,...
- 07 Nov 2010, 09:25
- Forum: Graphics Development
- Topic: the raw log icon
- Replies: 27
- Views: 7057
Re: the raw log icon
well, normally this have the true perspective
Lien... & Wario
Lien... & Wario