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Tulimshar Town Wip One [TEST]

Posted: 30 Dec 2013, 23:50
by wushin
Currently on testing is new art for Tulimshar and some new areas and a few new mobs.
Noble area
Castle
Beach Cliffs
Something with pirates on 004-1+
Changed Npcs to have new shop areas
expanded some areas (Check Wizard's Rest)
did some work in the Workshop
and much much more
Still a WIP but looking for input.

Re: Tulimshar Town Wip One [TEST]

Posted: 31 Dec 2013, 08:32
by Fother
Squee!

Re: Tulimshar Town Wip One [TEST]

Posted: 31 Dec 2013, 09:03
by secretmogge
Amazingly awesome! :alt-0:

LOVE the castle!!! And all the new areas, buildings!!!

AWESOME work everyone who has worked on this! :alt-0:

Re: Tulimshar Town Wip One [TEST]

Posted: 31 Dec 2013, 11:38
by secretmogge
Found this at 068-2 24 24

Guess that's not how it is suppoused to be :alt-3:

Re: Tulimshar Town Wip One [TEST]

Posted: 31 Dec 2013, 14:39
by semiRocket
Some initial :alt-0:
  • There is no way to pass Hassan if explanation path is chossen - Hassan won't let pass even if scorpion gets killed
  • Exiting Tanisha building warps in some weird locations (and also some other buildings in that location)

Re: Tulimshar Town Wip One [TEST]

Posted: 31 Dec 2013, 18:23
by wushin
Thanks for the test folks. I had to take it down to push through some holiday changes, I'm going to patch and repush the content again soon. Thanks for the encouragement.

Re: Tulimshar Town Wip One [TEST]

Posted: 01 Jan 2014, 14:43
by mas886
I got an error on the same place as Secret Mogge

Image

Another one. Impossible to walk under that bridge.

Image

Re: Tulimshar Town Wip One [TEST]

Posted: 01 Jan 2014, 16:10
by wushin
I fixed the wall, but the bridge problem isn't me, thats a limitation on the client. We can only go one-way on a bridge, over or under.

Re: Tulimshar Town Wip One [TEST]

Posted: 01 Jan 2014, 18:58
by straelyn
could you put warp tiles there to warp them to the other side of the bridge? The only other thing I could think of is to:
a) have multiple collision layers (I dont think the mechanics of that would work though, as-is)
b) (code-wise) invent some kind of special tile that's immune to collision; a passthrough tile or something.

Re: Tulimshar Town Wip One [TEST]

Posted: 02 Jan 2014, 01:37
by wushin
straelyn wrote:could you put warp tiles there to warp them to the other side of the bridge?
You know... Thats a very simple and brilliant fix without have to deal with the client or the server.
Wushin throws strealyn a dance party! \o\ /o/ \o\ /o/ \o\ \o/

Re: Tulimshar Town Wip One [TEST]

Posted: 02 Jan 2014, 05:20
by o11c
That will that break pathfinding, though. Writing a teleport-aware pathfinder is *hard*. (well, not really. Writing an *efficient* teleport-aware pathfinder is).

Better just have the bridge be the map boundary.

Re: Tulimshar Town Wip One [TEST]

Posted: 02 Jan 2014, 20:29
by thusmark
Loved the maps and the mobs! Thanks to all concerned! :alt-3: