cave and other additions (Yosuhara)

Content and general development discussion, including maps, quests, and server code from the development team.
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yosuhara
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Post by yosuhara » 11 Sep 2006, 20:40

Crush wrote:Yosuhara, you finally developed a feeling for perspective. That's good.

Too bad that all the space on the woodland tileset is used. But i could kick the small brown rocks out. They aren't used anywhere. Maybe you could create a 2nd variant of the mushrooms?
i'll see what i can do :wink:
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Post by yosuhara » 24 Sep 2006, 01:17

Ok, so bracers are done.
My suggestions: Def +2, and they can be equipped only with shirts (without sleeves), when u equip something with sleeves they automatically go off.

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Post by yosuhara » 08 Oct 2006, 00:07

new thing: ribs, primarily for desert environment, emerging from the sand... maybe i will also pixel some huge skull to match these ribs :)

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Post by Tarm » 08 Oct 2006, 01:53

If you have ribs you got to have a skull and maybe even a tail. :P
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Post by Modanung » 08 Oct 2006, 04:12

I like 'em... but the outline should be darker, darker, and a little bit darker. But not black.
It should be the darkest tone the piece contains.
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Post by yosuhara » 08 Oct 2006, 10:45

Modanung wrote:I like 'em... but the outline should be darker, darker, and a little bit darker. But not black.
It should be the darkest tone the piece contains.
hmmm, maybe yes, but that dark color will look weird on sun-whitened bones...imho
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Post by VxD » 08 Oct 2006, 12:00

the rules of light don't apply on the outlines.
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Post by Crush » 08 Oct 2006, 12:18

We usually got no dark outlines on map tiles. But in the case of these bones making the leftmost and rightmost pixels a bit more darker wouldn't hurt.

Another thing that could be improved is the transmission to the sand.

They should also not be aranged in a perfect horizontal line but maybe slightly diagonal
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Post by yosuhara » 08 Oct 2006, 12:45

Crush wrote:We usually got no dark outlines on map tiles. But in the case of these bones making the leftmost and rightmost pixels a bit more darker wouldn't hurt.

Another thing that could be improved is the transmission to the sand.

They should also not be aranged in a perfect horizontal line but maybe slightly diagonal
will work on that...
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Post by yosuhara » 11 Oct 2006, 01:11

well, my favourite TMW environment is desert, so (although there are others) I made this sort of cactus...

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Post by HaLLanHype » 11 Oct 2006, 04:18

yosuhara wrote:new thing: ribs, primarily for desert environment, emerging from the sand... maybe i will also pixel some huge skull to match these ribs :)

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add some of the sand color to the bottom of each one.. so that it looks as if they are burried in the sand... would make the transition from rib to sand look nicer
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Post by Tarm » 11 Oct 2006, 14:29

A thought about bones in the desert.
How old are they? This is largely a mythological question. The reason I ask is that if they are really old they should be almost black.
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Post by Crush » 11 Oct 2006, 14:38

yosuhara wrote:Image
Compare your cactus to the other desert plants:
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Do you notice something? They don't fit together.

Do you know why?

The main reason is the color palette. When you would use the same colors the other plants are using it would blend in a lot better.
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Post by VxD » 11 Oct 2006, 15:36

note : the plant on the top right have been well improved here :

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the cactus is not easy to render, Modanung have done a good one !
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Post by yosuhara » 12 Oct 2006, 00:59

yeah, i know my pallete si off, i will try to conform it to match the others...
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