Search found 95 matches

by zipon
11 Oct 2008, 02:51
Forum: Support and Bug reports
Topic: map testing problems
Replies: 2
Views: 933

Re: map testing problems

jaxad0127 wrote:Yes. Two layers need certain names to work. Fringe needs to be called Fringe and Collision, Collision. Details here: http://wiki.themanaworld.org/index.php/ ... ing_to_map.
Thanks mate that helps alot :D
by zipon
11 Oct 2008, 02:19
Forum: Support and Bug reports
Topic: map testing problems
Replies: 2
Views: 933

map testing problems

Dont know if its a bug but in the client 25 and 26 i cant test my maps because the layers are above the monster and player sprites and i cant move at all plus the particles fx is not showing. all things is works fine in client 24 but i dont think it is that godt to test stuff in old clinets versions...
by zipon
11 Oct 2008, 02:05
Forum: TMW Classic
Topic: Particle fx program (request)
Replies: 35
Views: 11820

Particle fx program (request)

My request is to make a program like tiled just to make particle fx in and are able to see the particles while you makeing them, so you dont have to get in and out of the client all the time when make new particle fx.
by zipon
09 Oct 2008, 15:19
Forum: Graphics Development
Topic: [WIP] Dragon Raid Boss
Replies: 27
Views: 3893

Re: [WIP] Dragon Raid Boss

Instancing is against the MMO spirit, in my opinion. The idea of playing massive multiplayer online games is that you share a game world with the maximum number of people. When you want to hunt monsters alone in your own private dungeon with only a few selected friends you could just play a normal ...
by zipon
09 Oct 2008, 14:11
Forum: Graphics Development
Topic: [WIP] Dragon Raid Boss
Replies: 27
Views: 3893

Re: [WIP] Dragon Raid Boss

Wow dude, awesome work. Took me all day to work on mine and it looks so crappy compared to yours, i'm acutally embarrased, lol. My question to that would be about respawning... Don't all monsters respawn somewhere else in the same map? So after "slaying" this one, another one would appear...
by zipon
30 Sep 2008, 15:48
Forum: Graphics Development
Topic: [OBSOLETE][SVN] Water in caves
Replies: 45
Views: 8016

Re: Water in caves

I must say that the tileset is beginning to look real nice now, hope you get it ready to use soon cant wait :)
by zipon
29 Sep 2008, 18:28
Forum: Graphics Development
Topic: [OBSOLETE][SVN] Water in caves
Replies: 45
Views: 8016

Re: Water in caves

isn`t it better to skip the water layer under the walls and put it on its on place on the tileset?

Then the mappers can put the water tile on the Ground layer and the walls on the Fringe layer in tiled, it will make it alot easyer for os mappers to work whet
by zipon
17 Sep 2008, 14:44
Forum: TMW Classic
Topic: Map 33 (north of map 28)
Replies: 12
Views: 3610

Re: Map 33 (north of map 28)

Thank you. I'll try to get the particles in so we can have it in game this weekend. EDIT: looking over it, there are a few missing collision tiles. Since you have no time, I'll try to finish the map, unless someone else wants to. Sorry forgot about them, they are for walk testing of the map :) but ...
by zipon
16 Sep 2008, 20:45
Forum: TMW Classic
Topic: Map 33 (north of map 28)
Replies: 12
Views: 3610

Re: Map 33 (north of map 28)

It looks very interesting...maybe you should add some dirt terrain in among the trees so the forest will look less boring, if you know what I mean i like to do it but i really dont have the time for it right now. so all i can say is fell free to do it if you like :) Here are the map file http://www...
by zipon
08 Aug 2008, 11:31
Forum: Graphics Development
Topic: Winged Helm Tiara
Replies: 18
Views: 6028

Re: Valkyrie Helm

is it me or do the thing in at the hat look like a cross, i dont think that is a good mix try to use the sunwheel http://en.wikipedia.org/wiki/Sunwheel or the walknot http://en.wikipedia.org/wiki/Walknot http://i143.photobucket.com/albums/r156/SnEptUne/vhelm_colour2b.png else but that it look cool, ...
by zipon
28 Jul 2008, 16:00
Forum: TMW Classic
Topic: Map 33 (north of map 28)
Replies: 12
Views: 3610

Re: Map 33 (north of map 28)

Please could you indicate which cave entrances are supposed to be linked. Also, it look like there are to big exits to the west (from higher ground). Is this right? Hey Shaggy look at the image at the first post for the cave entrances. there is only suppose to be one exit in the hills at the north ...
by zipon
27 Jul 2008, 21:13
Forum: TMW Classic
Topic: Map 33 (north of map 28)
Replies: 12
Views: 3610

Re: Map 33 (north of map 28)

Hel all Im almost done whet the map now, only need to add the particles that are needet for the waterfalls. But i do not have time to make them right now so ill be realy happy if someone else can do it for me. http://img244.imageshack.us/img244/9131/map33cb5.th.png map file http://www.mediafire.com/...
by zipon
06 Jul 2008, 16:49
Forum: TMW Classic
Topic: New_26-1
Replies: 27
Views: 8242

Re: New_26-1

Please note that we renamed your particle effect files. Are you maybe still using the old filenames? Yes i have seen that :) But the apple tree particle effect do also have the problem plus i testet the client whet the svn version of the map. Im using: waterfall-1x2.particle.xml waterfall-1x3.parti...
by zipon
06 Jul 2008, 16:07
Forum: TMW Classic
Topic: New_26-1
Replies: 27
Views: 8242

Re: New_26-1

I have been trying out The Mana Experiment and found out that all the particle fx in map new_26-1 thet not work. The reason why its not working is i addet the particle fx to the map file my self and not using tiled and that will make some problem if using the 4375 build from Elvens webpage, but it w...
by zipon
29 Jun 2008, 13:04
Forum: Feedback / Feature Requests / Content Suggestions
Topic: Mapping forum request
Replies: 2
Views: 950

Mapping forum request

I can see most of the other developing groups got a forum to disgust topics. The mappers shares the Content development forum. I cant see why the mappers can get a forum, i only see pluses here are some. 1. we can have some guides on how to use tiled and stuff like that (im one of the people that ha...