Jetryl wrote:A warning to you - the chief reason you don't have many "1337 artistz" working for you is because you guys don't seem to be doing much on your end. If you want projects like this to succeed, you need to demonstate your own committment to it. I mean - grab a brush and start_fucking_pixeling already. Don't whine about "I'm not talented" or "I'm not as experienced as you." Bullshit - I didn't get good by talent - I got good because of two things:
1] Force of will
2] Absolute willingness to accept and change, but also to seek out and identify my own mistakes. None of this prissy "It looks better saturated and I'm right about that" bullshit that crush has been whining about on his god-awful woodland tileset. Learning from mistakes is a touchy thing, largely due to the ambiguity about what constitutes one in the first place, but despite being very difficult, it's absolutely essential.
If you want this project to succeed, you have to be willing to dive in and do ANYTHING that really needs to be done. I find it preposterous that in over a year, you've basically done nothing. No new server, no new playerset, nothing of significance. (whereas wesnoth has not only our own homemade multiplayer server, but a separate content server application as well). Show some commitment, and you'll get some amazing people who'll do stuff for you. But you need to build it, or they won't come.
Hmm if I understood you correctly, you're asking me to create graphic? Well that's how we had the snake in the game that was my work. And I worked on tiles maps, scripts, and of course I'm also coding. The problem is me, the other developers and the artists are very busy at the moment, in particular I'm working on the final project for my university which is sadly most important than TMW.
About wesnoth, well it was developed for more than 2 years at least, TMW is younger, and please don't misunderstood me, but I think a turn based game is a bit easier to develop. I'm pretty sure after xmas the development will start again and better than before.
Jetryl wrote:Promise fulfilled - here is version 0.99 of your sprite sheet. I'm going to clean up some **** on the feet later tonight, and then I'm done with this - permanently. I'll make side views of those hairsets, the female version of the spritesheet, and then I'm going away until you get your act together; possibly forever.
You'd never know how much appreciate the help you're giving to us. I guess we will add a statue of you in the game.
But while you're at it, maybe you could also create one vertical laying death frame? We need only one that will be used for all the directions.
Jetryl wrote:You need to inspire some people - that's your job as project leader.
You're right, I know, I'll try to do my best to let things go on. I won't give up so easily.
Jetryl wrote:No, the real pity is the reason why I'm doing so. The writing is on the wall - I think your project is screwed, but please prove me wrong...
We will surely do
Crush wrote:for example i can't understand why you've cutted off the nose of the playerset. but you sure wouldn't have done it when you wouldn't prefer it that way (by the way, you forgot to do it in the sitting frame. i'm pointing this out because it is obviously an error you didn't noticed before uploading it and not an intentional style decision).
I agree with Crush, I don't like the cut of the nose that much.
Crush wrote:i for myself eventually decided to read every opinion about my work and think carefully if i can agree with it in some way. if yes i try to do the best i can to fulfil it (and i did very frequently, how everyone can see who observed the development of my tileset). when i don't agree with the opinion and i think the suggested changes would be pointless, wouldn't be worth the effort or would even look different from my personal vision of TMW i just ignore it. in the beginning i objected and even argued, but i came to the conclusion that this is pointless. you can't discuss about taste. and in the end i want to influence the project in the direction i prefer and not the direction someone else wants. that's what i see as a compensation for my effort. when someone else doesn't like what i like he or she is free to redesign it and let the development team decide what they prefer because i refuse to sacrifice my spare time to create things i don't like myself.
The same happens to me, people ask for something but others don't like it. It's hard to find a common path, but at least we try to do our best or follow what the most of the people wants, I even sacrificed something that I liked a lot myself because of others people didn't like it. So you should understand that we have preferred more variation in the path as was asked from many people and to lower the saturation of the grass again requested by most of the people.
Crush wrote:but i agree with you in the point that the core development team doesn't do enough to encourage contend development in the last months. there are many interesting graphics, maps and other things floating around in the last time but nothing of it ever got online while every little code tweak gets into the next version as soon as possible. the game IS in an early development stage and there is nothing against putting in some not yet fully developed things just for testing purpose and showing the fan base (who are potential new contributors) that we are indeed doing something. there is no reason for holding back contend.
That's sad to hear, since as you've seen from my screenshots neko-mon worked on 2 monsters for your tileset, and I was working to introduce your map and tileset in the next version, even if the tileset is far from completed and you refuse to accept our suggestions. What else should I do? Tell me and I'll do my best to help you.