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Re: Graveyard - time to get it going

Posted: 24 May 2009, 21:27
by Crush
feline monstrosity wrote:I have just created a short track for the graveyard. Right now it's just over a minute and a half long and loopable. How long should I make it? I can extend it if needs be. I'll post it in another thread once I've finished my first draft and post a link here. (Or if you rather I'll just post it here).
Please post it in a new thread in the sound development forum and link the thread here.

You should also know that I asked Saturn if he would like to create a track a few hours ago, but I didn't receive an answer from him yet.

Re: Graveyard - time to get it going

Posted: 24 May 2009, 21:58
by feline monstrosity
Here is a link to the graveyard music topic: http://forums.themanaworld.org/viewtopi ... =21&t=6878

Re: Graveyard - time to get it going

Posted: 28 May 2009, 16:40
by Crush
Tombstone discussion splitted here: http://forums.themanaworld.org/viewtopi ... 33&start=0

Re: Graveyard - time to get it going

Posted: 28 May 2009, 18:01
by Savi
Another item for the graveyard to be put next to a tombstone is an open grave. The open grave could be an entry point to an underground area. Have a coffin sitting next to the open grave and partly open. Create a zombie type moster that is sitting up in the coffin that you talk to.

Re: Graveyard - time to get it going

Posted: 02 Jun 2009, 02:58
by Superkoop
Alrighty, I've finished it in theory. There are likely plenty of collision errors, so I'll deal with them when they are found/pointed out.
.tmx

Crush, when you feel it's good enough, let me know and I will upload a mini-map.

Re: Graveyard - time to get it going

Posted: 02 Jun 2009, 13:34
by Crush
Really good work, Superkoop. I did a testwalk and I like the map very much. I just noticed a few places at the coastlines where the collision is inconsistent. The music does not fit very good either, but I am sure we will have a better track for it soon.

I also noticed how bad the trees by Len and the trees by Saphy fit together. But this is of course not your fault. I will see if I can tweak the colors of the new trees a bit before we release the map.

Re: Graveyard - time to get it going

Posted: 03 Jun 2009, 23:17
by Superkoop
Thanks Crush! Glad to hear you're satisfied with it! :)
Here's an updated map with fixed collision tiles along coastlines, borders, and I think there were a few random trees missing collision tiles. Since the map won't be changing significantly anymore, I've created a mini-map as well.
.tmx/mini-map
I didn't think the music fit well either, I simply put it there as a placeholder of sorts, and game music to play while I tested it.

Your color corrected trees go together much better as well - good job! :)

Re: Graveyard - time to get it going

Posted: 09 Jun 2009, 21:48
by pateame
Just some possibilities, assuming that a graveyard must be builded near human presence, so
I do a tileset for graveyard area adding some near houses too.
[+] Some big images of general preview:
Map Preview: http://img193.imageshack.us/img193/6007/zsa.png
Shop possibilities: http://img257.imageshack.us/img257/5482/shops.png

Outdoor Tileset:
Image
Also I try to do a indoor tileset for houses, to can have some human interaction or quests on that part
(It could be nice to do Quests for people who choose the evil path on magic quests)

Indoors Tileset:
Image
On indoors I add the developed bottles on forum, a "sleepable bed" and some stuff for shops.
Also I add some houses and keep some old ideas on map:
Church by i: http://forums.themanaworld.org/viewtopi ... &start=210
Dead tree: http://forums.themanaworld.org/viewtopi ... ree#p45622
Tombs by yosuhara: http://forums.themanaworld.org/viewtopi ... 065#p29065

Re: Graveyard - time to get it going

Posted: 09 Jun 2009, 22:39
by Crush
Please leave the tileset organisation to me, pateame. I got the source files, after all. I understand that you want to have your house tiles in the game, but unfortunately they don't have a place near the graveyard as no habited buildings are planned in the vicinity.

Re: Graveyard - time to get it going

Posted: 09 Jun 2009, 23:59
by Jaxad0127
Crush wrote:Please leave the tileset organisation to me, pateame. I got the source files, after all. I understand that you want to have your house tiles in the game, but unfortunately they don't have a place near the graveyard as no habited buildings are planned in the vicinity.
Except for the logging camp. But that'll mostly be tents, I'd say.

Re: Graveyard - time to get it going

Posted: 10 Jun 2009, 05:55
by kr0n05931
meway wrote:anyway thats not what the topic is about :lol: This is however. How is it?
That looks ripped, tbh.

Re: Graveyard - time to get it going

Posted: 11 Jun 2009, 16:51
by pateame
Thanks for correction, also thanks kr0n05931 for your opinion.
As maps are covered maybe some monster can help. With previous skeleton spritesheet by FotherJ I delete the bow attack and add simple sketch details. Need more details on walk to give a undead appearance, im sure some expert guy can improve it more.

Re: Graveyard - time to get it going

Posted: 11 Jun 2009, 17:30
by Jaxad0127
pateame wrote:Thanks for correction, also thanks kr0n05931 for your opinion.
As maps are covered maybe some monster can help. With previous skeleton spritesheet by FotherJ I delete the bow attack and add simple sketch details. Need more details on walk to give a undead appearance, im sure some expert guy can improve it more.
Unfortunately, those changes make the skeleton harder to work with. Fother designed it to match the male player base, and that allows us to use player equipment with it without having to make new sprite sheets. All supported clients can layer sprites for monsters, so we can take the skeleton and put armor on it without having to add any new graphics.

Re: Graveyard - time to get it going

Posted: 13 Jun 2009, 04:37
by pateame
It's really awesome that feature you comment jaxad0127. I see something similar with NPCs but I dont know that this could be possible for monsters too.
I try adding the monster on monsters.xml with some lines (using the spritesheet that fits)
<monster id="37" name="Skeleton">
<sprite>skeleton.xml</sprite>
<sprite>player_male_base.xml</sprite>
<sprite>feet-boots-male.xml|#4f2d29,c89078</sprite>
<sprite>leg-chaps-male.xml</sprite>
<sprite>hairstyle0.xml|#000000,ffee33</sprite>
<attributes
hp="1000"
size="6"
speed="64"
attack-min="50"
attack-delta="9"
attack-magic="0"
hit="100"
evade="500"
physical-defence="500"
magical-defence="0"
mutation="50"
/>
That seems strange to me is that skeletons will walk and death as human spritesheet do (better if walk as zombie or undead, and back to death of a different way), also the .xml has other positions as sit that may be deleted for a monster. That changes couldnt fit with other item spritesheets.. Also is possible to do a single "armor recolorable" version of skeletons.
I was reading some line on items.xml:
<!-- Treating the base sprite as equipment too will be useful when we
implement other playable races -->

<item id="-100" type="racesprite" name="Human">
<sprite gender="male">player_male_base.xml</sprite>
<sprite gender="female">player_female_base.xml</sprite>
</item>
¿Can skeleton spritesheet be added as playable race in part of some quest?
For example: Some magic barrier avoid that live people enter to graveyard, but some NPC can change our "race sprite" and become us on skeletons. (Same logic that barber script has changing hairsprites).
As I dont know how to add races, I try to add skeleton spritesheet as hairsprite and changing it with baber. it seem xray over human spritesheet and works, I dont know if that idea is better than do a monster, im just curious (excuses :| ). I like FotherJ work, im sure he can do great things with his graphics.

Re: Graveyard - time to get it going

Posted: 14 Jun 2009, 20:26
by Jaxad0127
I'd rather keep it as it is. We can use it for other things too, like NPCs, or a spell that makes you look like a skeleton.
pateame wrote:¿Can skeleton spritesheet be added as playable race in part of some quest?
For example: Some magic barrier avoid that live people enter to graveyard, but some NPC can change our "race sprite" and become us on skeletons. (Same logic that barber script has changing hairsprites).
As I dont know how to add races, I try to add skeleton spritesheet as hairsprite and changing it with baber. it seem xray over human spritesheet and works, I dont know if that idea is better than do a monster, im just curious (excuses :| ). I like FotherJ work, im sure he can do great things with his graphics.
Eventually with tmwserv.