Search found 113 matches

by Jetryl
04 Feb 2008, 20:48
Forum: Graphics Development
Topic: New playerset's frames and animation
Replies: 214
Views: 57112

"You're doing it wrong." :( And unfortunately, not matter how well you render the detail on the character, this is going to look like crap because the motion isn't right. So here's what's wrong and how to fix that. The huge, cripping flaw at work here is that you're afraid to let the path ...
by Jetryl
21 Jan 2008, 06:56
Forum: Graphics Development
Topic: [FND]forest tileset
Replies: 395
Views: 104759

Stick with the shadows that were custom-made for that tree.


BTW, that's quite impressive; and I don't give out praise lightly. Unlike most of the other art that gets tossed around here, that's really, honestly, professional quality work. Good job, guys. :D
by Jetryl
16 Jan 2008, 00:08
Forum: Graphics Development
Topic: Trade city
Replies: 29
Views: 10722

That looks much more usable. I would have prefered it when you had scaled it down instead of up, though. Divisions of 64 pixels are about as wide as a player character is tall. Keeping the perspective correction in mind this would be about one and a half meter in reality. But when looking at real-l...
by Jetryl
01 Jan 2008, 23:26
Forum: Graphics Development
Topic: Trade city
Replies: 29
Views: 10722

Falcata wrote:Actually, I would say the tiles don't need reworking. While they are similar to those in the screenshot, they don't look like duplicates.
Likewise.
by Jetryl
30 Dec 2007, 00:56
Forum: Graphics Development
Topic: Trade city
Replies: 29
Views: 10722

Regarding the design by Yuuki: There are practical reasons for using 16 pixel divisions instead of 32 pixels. It has a lot of advantages for the mapper when a wooden board is used as a tile divider because it allows to apply a decoration to the white part with one tile. But when using a 32 pixel di...
by Jetryl
07 Dec 2007, 07:30
Forum: TMW Classic
Topic: Complete map in tiles?
Replies: 18
Views: 6610

This can be done, but it's an enormous amount of work. Like, for serious. Until you can draw regular, reuseable, 32x32 tiles at breakneck speed, don't even consider doing this. Only think about it if you're good enough to put out an entire tileset in one night's time. Few professionals are that fast...
by Jetryl
07 Dec 2007, 07:25
Forum: Graphics Development
Topic: temple development by Axl
Replies: 311
Views: 113265

These are looking reasonably nice.

:| I think that one thing you could do to improve the look of these, considerably, would be to increase the gamut of shading you use. That is to say (in this case), make your darkest darks darker. In fact, make them closer to black.
by Jetryl
01 Dec 2007, 10:41
Forum: TMW Classic
Topic: Unified theme?
Replies: 22
Views: 6252

Unified themes sucks. I am strongly against. This is the whole charm of free MMORPGs (as well as other free, community maintained things) - diversity. Regards. Crush has the right opinion. :| "The whole charm of free MMORPGs" is not being a shoddy amalgamation of mismatch, poorly drawn el...
by Jetryl
01 Dec 2007, 10:04
Forum: Graphics Development
Topic: Female character sits with legs spread apart?
Replies: 95
Views: 34805

Saphy wrote:Ouch, broken legs.
Yes, that can work, but it requires that the torso turn as well. The legs also aren't -quite- in the right place.
by Jetryl
25 Nov 2007, 13:15
Forum: Graphics Development
Topic: temple development by Axl
Replies: 311
Views: 113265

Yea the Lion look strange, may be it doesn't fit on this map but as I said I've been working on it forever, heh, I just wanted to show it, just in case somebody want to use it... The lion is probably one of the best looking, and most technically interesting additions to this tileset - it's a breath...
by Jetryl
26 Oct 2007, 23:16
Forum: Graphics Development
Topic: temple development by Axl
Replies: 311
Views: 113265

I'm trying to create the temple maps: I used some tiles from the desert tileset :wink: Looks very nice, though of course half of the shadows in the doorway have to be removed since the sun only shines in one direction at a time. Also, shadows from a single light source are not additive like that - ...
by Jetryl
19 Oct 2007, 05:12
Forum: TMW Classic
Topic: cave and other additions (Yosuhara)
Replies: 233
Views: 71712

Rotonen wrote:My eye just cannot decide whether the stones are standing up or laying down.
Shadows are one visual cue that tends to help with that, as well as selectively overlapping things (such as strands of grass growing up around the base) in the z-axis.
by Jetryl
17 Sep 2007, 00:33
Forum: Graphics Development
Topic: Cursor
Replies: 38
Views: 10954

So we can't use this cursor because of GPL licence. Sorry. I know, I'm just saying that it's what I use, and here it is if anyone else wants to try it. I figure if you like it, maybe we can make our own that's similar to it's design. I never said that you could use it for the game itself, I was mer...
by Jetryl
28 Jul 2007, 07:42
Forum: TMW Classic
Topic: TMWServ Development Report June 2007
Replies: 3
Views: 1803

Re: TMWServ Development Report June 2007

Crush wrote:In addition Guillaume "Silene" Melquiond has returned from his long period of inactivity and fixed a lot of issues in the servers sourcecode.
*tips hat*

Silene is good at what he does; you're lucky to have him around. :)
by Jetryl
14 Jun 2007, 23:19
Forum: Graphics Development
Topic: Hero of Allacrost - Nice GPL'ish tilesets
Replies: 23
Views: 7155

the tileset comes from Lost Garden: http://lostgarden.com/2006/07/more-free-game-graphics.html I’d imagine that if you are making a 2D game with any sort of wilderness or villages, these would be an ideal starting place and are a lot less painful than tracking d...