windmill, barn & other stuff

All development of pixel art and graphics
TheBasilisk
Novice
Novice
Posts: 188
Joined: 16 Dec 2008, 22:45

Re: stone wall, windmill & other stuff

Post by TheBasilisk » 15 Dec 2009, 00:24

Yes, I agree. Is it possible in terms of the engine to allow variable speeds? Of course, the minimum would be pretty much what i posted, because lowering the framerate of an animation like that (with 3/4 frames, haven't counted :P ) would look pretty crap.

Or isn't it time to discuss that yet? :D
Hissssss...
User avatar
IvanMorve
Novice
Novice
Posts: 127
Joined: 24 Oct 2009, 20:50
Location: holidays

Re: stone wall, windmill & other stuff

Post by IvanMorve » 15 Dec 2009, 01:00

main building:
Image
(I will finish it tomorrow)

with your wings that started to look like a windmill ! Thanks.
(but need some arrangement)
Last edited by IvanMorve on 15 Dec 2009, 13:35, edited 2 times in total.
User avatar
Kage
Warrior
Warrior
Posts: 927
Joined: 02 May 2009, 19:12

Re: stone wall, windmill & other stuff

Post by Kage » 15 Dec 2009, 05:35

I should had waited till it was finished.... but I couldn't!

I also attached the custom data if anyone wants to see the windmill in action.
Attachments
windmill.zip
(89.61 KiB) Downloaded 68 times
Mana_Screenshot_1.png
Mana_Screenshot_1.png (184.8 KiB) Viewed 1402 times
<Kage_Jittai> ... are you saying I am elite :D
<thorbjorn> Yes. :P
User avatar
Bertram
Knight
Knight
Posts: 1026
Joined: 07 Sep 2004, 15:55
Location: France

Re: stone wall, windmill & other stuff

Post by Bertram » 15 Dec 2009, 10:44

Hi,

@ Ivan and i:

Wow, ;)

@ Kage:
<Kage_Jittai> ... are you saying I am elite :D
<thorbjorn> Yes. :P
:arrow: Beware, it's hard to stay an elite. ;)

Best regards.
User avatar
IvanMorve
Novice
Novice
Posts: 127
Joined: 24 Oct 2009, 20:50
Location: holidays

Re: stone wall, windmill & other stuff

Post by IvanMorve » 16 Dec 2009, 00:37

after some little updates:
Image
May I call this "finished"?
(in fact, I'm not able to do something better...)
I NEED critics

i, did you use this tool for the wings rotation/deformation?
http://mruk.wordpress.com/2009/03/12/th ... ble-shape/
I will try to understand how that works.

@ all the people who say that they like it: Thanks for your enthusiasm :o


Len wrote:Damn, Now I need to make a better one for WOA
:twisted:
User avatar
Crush
TMW Adviser
TMW Adviser
Posts: 8046
Joined: 25 Aug 2005, 17:08
Location: Germany

Re: stone wall, windmill & other stuff

Post by Crush » 16 Dec 2009, 06:41

It's really great. But we need the rest of a building tileset in that style to fit it into because it wouldn't work with the buildings we already have.

Do you feel up to the task of creating some "normal" building tiles in that style?
  • former Manasource Programmer
  • former TMW Pixel artist
  • NOT a game master

Please do not send me any inquiries regarding player accounts on TMW.


You might have heard a certain rumor about me. This rumor is completely false. You might also have heard the other rumor about me. This rumor is 100% accurate.
User avatar
i
TMW Adviser
TMW Adviser
Posts: 1113
Joined: 07 Mar 2005, 18:29
Location: Poland
Contact:

Re: stone wall, windmill & other stuff

Post by i » 16 Dec 2009, 13:10

IvanMorve wrote:did you use this tool for the wings rotation/deformation?
http://mruk.wordpress.com/2009/12/16/th ... ill-wings/ - a small tutorial ;)
Retired chainsaw seller. CEO @ Advertising Agency N2P
User avatar
IvanMorve
Novice
Novice
Posts: 127
Joined: 24 Oct 2009, 20:50
Location: holidays

Re: stone wall, windmill & other stuff

Post by IvanMorve » 16 Dec 2009, 13:41

i wrote:
IvanMorve wrote:did you use this tool for the wings rotation/deformation?
http://mruk.wordpress.com/2009/12/16/th ... ill-wings/ - a small tutorial ;)
Thanks!
User avatar
i
TMW Adviser
TMW Adviser
Posts: 1113
Joined: 07 Mar 2005, 18:29
Location: Poland
Contact:

Re: stone wall, windmill & other stuff

Post by i » 16 Dec 2009, 15:04

Lets assume it's finished now:
WindmillTower.png
WindmillTower.png (18.57 KiB) Viewed 1245 times
Unfortunately I had to cut it a bit :( In this form mapping is easier.
(In future animated wing may not be placed as particle emitter, but as animated tiles on separate layer)

I also placed Pixel Tag with basic data.
Retired chainsaw seller. CEO @ Advertising Agency N2P
User avatar
Crush
TMW Adviser
TMW Adviser
Posts: 8046
Joined: 25 Aug 2005, 17:08
Location: Germany

Re: stone wall, windmill & other stuff

Post by Crush » 16 Dec 2009, 15:16

We talked a bit about this on IRC and came to the conclusion that a particle effect is the more comfortable solution.
  • former Manasource Programmer
  • former TMW Pixel artist
  • NOT a game master

Please do not send me any inquiries regarding player accounts on TMW.


You might have heard a certain rumor about me. This rumor is completely false. You might also have heard the other rumor about me. This rumor is 100% accurate.
TheBasilisk
Novice
Novice
Posts: 188
Joined: 16 Dec 2008, 22:45

Re: stone wall, windmill & other stuff

Post by TheBasilisk » 16 Dec 2009, 15:23

Crush wrote:We talked a bit about this on IRC and came to the conclusion that a particle effect is the more comfortable solution.
What if people turn particle effects completely off and wonder what the building is? >_>
Hissssss...
User avatar
i
TMW Adviser
TMW Adviser
Posts: 1113
Joined: 07 Mar 2005, 18:29
Location: Poland
Contact:

Re: stone wall, windmill & other stuff

Post by i » 16 Dec 2009, 15:27

Crush wrote:We talked a bit about this on IRC and came to the conclusion that a particle effect is the more comfortable solution.
I'm glad to hear that ;)

Anyway, Ivan there is still room for improvement:
Bugs-2009-12-16.png
Bugs-2009-12-16.png (127.22 KiB) Viewed 1229 times
Selected areas are too bright. I've noticed that in previous version edges looked better. Did you make AA on white background instead of transparent or something? I've reduced some of bright pixels already in presented version, but it's not enough. Outline should not be visible (not black!) but it usually helps if it's a bit darker than object. ~or at least in same color.
Retired chainsaw seller. CEO @ Advertising Agency N2P
User avatar
Crush
TMW Adviser
TMW Adviser
Posts: 8046
Joined: 25 Aug 2005, 17:08
Location: Germany

Re: stone wall, windmill & other stuff

Post by Crush » 16 Dec 2009, 15:30

TheBasilisk wrote:
Crush wrote:We talked a bit about this on IRC and came to the conclusion that a particle effect is the more comfortable solution.
What if people turn particle effects completely off and wonder what the building is? >_>
Their fault ;)

There are also other things which look equally strange without particle effects, like the waterfalls for example. The damage numbers you see bouncing around are particle effects, too.

My recommendation to users of low end systems is to set the particle effect detail to low or even lower by setting particleEmitterSkip to a higher value in the config.xml. (One-image particles like this one are not affected by this, only particle effects which create particles continuously).
  • former Manasource Programmer
  • former TMW Pixel artist
  • NOT a game master

Please do not send me any inquiries regarding player accounts on TMW.


You might have heard a certain rumor about me. This rumor is completely false. You might also have heard the other rumor about me. This rumor is 100% accurate.
User avatar
Kage
Warrior
Warrior
Posts: 927
Joined: 02 May 2009, 19:12

Re: stone wall, windmill & other stuff

Post by Kage » 16 Dec 2009, 18:06

Crush wrote:
TheBasilisk wrote:
Crush wrote:We talked a bit about this on IRC and came to the conclusion that a particle effect is the more comfortable solution.
What if people turn particle effects completely off and wonder what the building is? >_>
Their fault ;)

There are also other things which look equally strange without particle effects, like the waterfalls for example. The damage numbers you see bouncing around are particle effects, too.

My recommendation to users of low end systems is to set the particle effect detail to low or even lower by setting particleEmitterSkip to a higher value in the config.xml. (One-image particles like this one are not affected by this, only particle effects which create particles continuously).
We may want to remove the ability to disable particles though the setup menu. The reason is because on Manaserv we ALREADY have particle monsters/NPC (fire demon). And turning off particles will affect the game play.

As far as the whole "run on a slow computer". I think most people should be able to at least run with low particles. And its only natural progression as a game advances it will demand more and more from hardware.

We shouldn't hold back implamenting cool things, just for the 5% of users who have a slow computer from 1995 and can't run it.
<Kage_Jittai> ... are you saying I am elite :D
<thorbjorn> Yes. :P
User avatar
IvanMorve
Novice
Novice
Posts: 127
Joined: 24 Oct 2009, 20:50
Location: holidays

Re: stone wall, windmill & other stuff

Post by IvanMorve » 16 Dec 2009, 19:48

Image
a better (?) one.
Post Reply