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Posts posted by MCADAMS

  1. > So, after some raging, bug-fixing and tests with McAdams and Rapture, I got player movement done. I would have posted this 8 hours ago, but I had a ridiculously long "rest" after finishing the system. ![](http://indiehub.net/public/style_emoticons/default/tongue.png)
    > >! ![](http://i.imgur.com/czPwTCJ.png?1)
    > Not really sure what I'll do next, but you can be sure I'll be posting more frequently on this thread so you can be completely up to date on the engine's status.
  2. > They are nice but I was looking for sprites according to sprites like these [http://charas-project.net/charas2/index.php](http://charas-project.net/charas2/index.php) but I don't know if they are Commerically Free and I was wondering where could I get Tiles to fit these sprites?

    Not sure, I like those sprites though. Just look around for free-use tilesets .. there's tons of them and some should match that style. Maybe [http://www.reinerstilesets.de/2d-grafiken/](http://www.reinerstilesets.de/2d-grafiken/) ?
  3. Alright, I finished the sprites and their animations. I appreciate everyone's input, but at this point **this is exactly how I want them** and I probably won't be changing them any further.

  4. Interesting concept. Runescape does this partially; there's no class system in Runescape, you just need a certain level stat. Since every high level player can use the same items, this does two things.

    1: There's a lot less items than other games because there doesnt need to be specific items for each class

    2: Items cost more because everyone wants the same thing

    As far as NO requirements, balance would be difficult obviously because low levels could use really good gear and dump on people their level. The only way I could see this working is if items gave you stats based on your level, but still rarer items would give better stats, OR there would be no incentive to find rare items if the level to stat ratio was flat.
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