Search found 113 matches
- 04 Feb 2008, 20:48
- Forum: Graphics Development
- Topic: New playerset's frames and animation
- Replies: 214
- Views: 57216
- 21 Jan 2008, 06:56
- Forum: Graphics Development
- Topic: [FND]forest tileset
- Replies: 395
- Views: 104950
- 16 Jan 2008, 00:08
- Forum: Graphics Development
- Topic: Trade city
- Replies: 29
- Views: 10724
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...
- 01 Jan 2008, 23:26
- Forum: Graphics Development
- Topic: Trade city
- Replies: 29
- Views: 10724
- 30 Dec 2007, 00:56
- Forum: Graphics Development
- Topic: Trade city
- Replies: 29
- Views: 10724
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...
- 07 Dec 2007, 07:30
- Forum: TMW Classic
- Topic: Complete map in tiles?
- Replies: 18
- Views: 6612
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...
- 07 Dec 2007, 07:25
- Forum: Graphics Development
- Topic: temple development by Axl
- Replies: 311
- Views: 114101
- 01 Dec 2007, 10:41
- Forum: TMW Classic
- Topic: Unified theme?
- Replies: 22
- Views: 6256
- 01 Dec 2007, 10:04
- Forum: Graphics Development
- Topic: Female character sits with legs spread apart?
- Replies: 95
- Views: 34858
- 25 Nov 2007, 13:15
- Forum: Graphics Development
- Topic: temple development by Axl
- Replies: 311
- Views: 114101
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...
- 26 Oct 2007, 23:16
- Forum: Graphics Development
- Topic: temple development by Axl
- Replies: 311
- Views: 114101
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 - ...
- 19 Oct 2007, 05:12
- Forum: TMW Classic
- Topic: cave and other additions (Yosuhara)
- Replies: 233
- Views: 71812
- 17 Sep 2007, 00:33
- Forum: Graphics Development
- Topic: Cursor
- Replies: 38
- Views: 10958
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...
- 28 Jul 2007, 07:42
- Forum: TMW Classic
- Topic: TMWServ Development Report June 2007
- Replies: 3
- Views: 1803
Re: TMWServ Development Report June 2007
*tips hat*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.
Silene is good at what he does; you're lucky to have him around.
- 14 Jun 2007, 23:19
- Forum: Graphics Development
- Topic: Hero of Allacrost - Nice GPL'ish tilesets
- Replies: 23
- Views: 7161
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...