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MCADAMS

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Posts posted by MCADAMS

  1. > For this style normaly i shade the bricks like that, it might help you also make sure you have an outline on the end of the wall so it doesn't look flat like that: ![](http://www.touchofdeathforums.com/community/ccs_files/file_host/02171bc3686c8c03418b2d724ea714a0.png)

    I would normally shade it like that but the bricks are 2 pixels tall in the center and not 3\. And yes I've already added an outline to the wall but it wasn't in that screenshot.
  2. > Looks good, but needs some more shading. I've found that stone may need a couple of shades to get it right, even if you are only using two or 3 tones for everything else.
    >
    > Glad you picked the tileset, that you did.

    It's not really stone. Well it is, but it's like, brand-new shiny castle stone. I'll throw on a couple darker/lighter colors and see how it looks, though.

    > Maybe some sort of stained glass, and towers at the corners, perhaps?

    Yeah, that's why I made sure to say 'some' of the tiles ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png) Still working on adding more things.
  3. > Since there are only two states that the chest can be in (filled or empty) wouldn't it be more simple to use switches instead? Or am I misunderstanding the difference between switches and variables.

    You're correct. At the time I thought all switches would restart if the server restarted so I didn't use that, but yes, variables still work.
  4. Have you considered allow events to trigger when the player uses an item or spell? The potential that could create would be a huge step for Eclipse's development.

    Just imagine, you set up an event for an item called a 'Mysterious Potion'. If the person double clicks it, it disappears (they drank it), a chatbox prompts stating that they feel dizzy, the screen fades to black, and then it fades back in, but using the event system you made them warp somewhere else? It could be huge.
  5. Thanks! I'll also be changing all of the combat formulas for better gear scaling as well as balancing combat. It use to be so that you'd always hit between one and your max hit, but now its 70-100% of (Strength x .65 + Agi x .35 - targets armor) so you'll hit between the same numbers often and weapon and gear upgrades will be more noticeable and rewarding.
  6. I've decided to use the old graphics style that everyone liked. Going to start using an actual palette and will be fixing some of the tiling and fringe errors, as well as making new tiles for the new starting zone. I'll be using the Eclipse Event System now too, so I'll have to remake most of the ingame things, though things like paperdolls, sprites, and items are already done. Stay tuned.
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