Search found 113 matches

by Jetryl
27 Mar 2008, 06:55
Forum: Home of Development
Topic: [DIS] Tools of trade - useful software
Replies: 41
Views: 30969

Re: Tools of trade - useful software

So can anyone solve this problem of ours? I see 2 options: 1) Develop something inhouse. (This would fall on our tech devs.) 2) Externalize the problem. (Bug the GIMP development mailing lists or some similar resource.) In any case we need someone to take responsibility for the realization or it wi...
by Jetryl
19 Mar 2008, 18:15
Forum: Graphics Development
Topic: [FND]forest tileset
Replies: 395
Views: 104776

Re: forest tileset

Actually, your also not taken into account that light reflects off objects (so the earth also becomes a light source) :wink: However the earth is a horribly poor reflector of light. In fact, so much so that I think this does not offset the darkness caused by distance. ;) The only way to settle this...
by Jetryl
04 Mar 2008, 00:52
Forum: Graphics Development
Topic: [FND] Block Walls (City walls, Prison, Arena)
Replies: 158
Views: 58563

Re: concrete walls (outdoor arena tileset)

The problem with the RPGMaker look is that it looks ripped and not original. Ah, but WHY does "the RPGMaker look" tend to look ripped? There is of course no definitive answer, but I suspect it has nearly everything to do with the fact that most RPGMaker games tend to have inconsistent art...
by Jetryl
04 Mar 2008, 00:24
Forum: Graphics Development
Topic: [FND]forest tileset
Replies: 395
Views: 104776

Re: forest tileset

Yeah. wow. I just learned something from watching that. Thanks guys! :D Hmmm? Learned what..? :? Basically some stuff related to drawing leaves. It's hard to put in spoken language. It also really helps to cement the notion that "one tile", no matter how well done, simply will not suffice...
by Jetryl
01 Mar 2008, 05:49
Forum: Graphics Development
Topic: [FND]forest tileset
Replies: 395
Views: 104776

Re: forest tileset

Yeah. wow.

I just learned something from watching that. Thanks guys! :D
by Jetryl
24 Feb 2008, 10:07
Forum: TMW Classic
Topic: New Tune
Replies: 11
Views: 3504

Re: New Tune

We do appreciate contributions, but they have to comply to our content standards, the soundfiles contributed to the project are supposed to be in OGG format. Regards. And it's soooo hard for you to convert it to ogg? :roll: It would take you about 5 minutes - you just crack it open in VLC, and expo...
by Jetryl
24 Feb 2008, 09:51
Forum: TMW Classic
Topic: Complete map in tiles?
Replies: 18
Views: 6610

Re: Complete map in tiles?

This topic currently spans 2 threads and as Rotonen very recently pointed out, in the other one ( http://forums.themanaworld.org/viewtopic.php?f=8&t=3693&start=15 ) ..the issue has been beaten to death and at this immediate point in time, we stand to gain nothing by discussing it further. Y...
by Jetryl
14 Feb 2008, 02:15
Forum: TMW Classic
Topic: Mushroms Forest Cave
Replies: 135
Views: 32614

Len wrote:I stayed up all night making this bloody shroom in the style of those from trickster... but I'm not as skilled as they are :?
Looks plenty good to me. :)
by Jetryl
10 Feb 2008, 11:04
Forum: Graphics Development
Topic: Re-useable fighting stance
Replies: 17
Views: 3817

I know you're not necessarily planning to do this animation type, but I'd like to chime in with technique suggestions. In a bobbing motion like this, each body part needs to move independently. Some of them will not move downwards, and will instead fold sideways to allow the torso to move downwards....
by Jetryl
10 Feb 2008, 03:57
Forum: TMW Classic
Topic: Mushroms Forest Cave
Replies: 135
Views: 32614

Len has clearly clued into this before, but a guy I know named Josiah Tobin made this tutorial on making cliff tiles: http://www.petesqbsite.com/sections/express/issue13/index.html#clifftile If you're working on a cave wall, this could be very useful for figuring out how to do texturing. As has been...
by Jetryl
08 Feb 2008, 06:50
Forum: TMW Classic
Topic: Mushroms Forest Cave
Replies: 135
Views: 32614

I think we should avoid the blockyness of the current caves and try for something more organic like in Chrono Trigger Chrono Trigger's caves rocked. And here's a hint - a lot of it had to do with the floors; in making caves, try and make multiple varieties of floor, and have at least one walkable v...
by Jetryl
07 Feb 2008, 23:45
Forum: Graphics Development
Topic: New playerset's frames and animation
Replies: 214
Views: 57127

Doubi: thanks, and I didn't mean to come off as "elitist". :D P.P.S. 4 frames should be adequate. More may be required though. Also, any thoughts about using the particle engine to assist in the blur? Anybody? Uh, 4 frames is nearly a minimum. You probably want to shoot for the range of 4-...
by Jetryl
07 Feb 2008, 07:17
Forum: Graphics Development
Topic: Running Sprites
Replies: 18
Views: 6069

Like in SoM? http://tsgk.captainn.net/sheets/snes/secretofmana_girl_sheet.png Also, like in the real world. When people run, they lean forward to compensate for the fact that their legs are moving forward faster than their body is - effectively, they cause themselves to be in a constant state of &q...
by Jetryl
05 Feb 2008, 21:07
Forum: Graphics Development
Topic: New playerset's frames and animation
Replies: 214
Views: 57127

Maybe we should obtain some pictures of someone actually going through some of these motions.. though I suppose the camera would need to be above them to capture something close to the game's perspective. .. Simple - grab a copy of nearly any fantasy or medieval/ancient combat movie, and watch them...
by Jetryl
05 Feb 2008, 06:28
Forum: Graphics Development
Topic: New playerset's frames and animation
Replies: 214
Views: 57127

Doubi, please just try and entertain the possibility that I might know what I'm talking about. I'm not some newbie coming here and spouting off; in fact the playerset you're working on was largely made by me (and talaroc), back before I knew how to sprite. Just listen to me - I'm very experienced at...