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Mikekan13

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Everything posted by Mikekan13

  1. > It was MEANT to be a chopped down version of colour theory. thats okay. I was just making sure it wasn't "chopped up".
  2. > Remember, that tones are lighter colours, and shades are darker colours That is kind of a chopped version of color theory… Shades are when you add black to a color. Tint is when you add white to a color. Tone is actually when you add black and white to a color(grey).
  3. I'm sorry but you have little to no experience pixeling and your hand drawn art is amateurish at best.
  4. Mine is cluttered but motivational.
  5. You either edited the name of frmMain or the socket that is in the form or you deleted the socket.
  6. > Hello,my name is Peter,and i'm an Pixel Artist,with some experience. No you are not. That isn't even very good regular art.
  7. > Kind of a big question that I've wondering about, Is the building stuff going to be available in the pre-alpha? You will be able to place some blocks but the system for building won't be there. Basically in the full game you would have to take materials and use the crafting system to make parts and then take the parts to make the blocks of buildings. I don't have the crafting system in place yet so it will basically just be choose what block you want to place where. The destruction of blocks will be similar unless I can finish the combat system before the end of the month.
  8. > I think you should have stairs and ladders rather than jumping. It seems like this game has LOTS of potential, so keep it up. I plan having both–bridges too. You would have to build those things though and climbing would be like the quick less efficient ladder/stairs. I guess jumping, if I add it, would be the quick bridge. > Is this game going to be more like Minecraft or HnH, because based on the features this game seems like both. It is inevitable that people will make those comparisons and it does share some concepts from both. Rpg elements will be there unlike Minecraft. However all statistics are kept hidden from the player and the main focus will be on "leveling" the community instead of individual skills and stats–skills and stats are still there though. The survival is a large part of it too; you will be required to maintain good health, take care of wounds, and eat properly. Even things like having to stay warm/cool in extreme temperatures could make it to the final product. Basically to answer your question, It isn't more Minecraft or more H&H. Also just for a frame of reference. I really don't like H&H. I think it is more convoluted, cluttered and clunky than it needs to be. I have only played a little bit of Minecraft and I enjoyed what I did experience. So both games aren't particularly influencing me as I have only a little experience of both and one of them I didn't enjoy.
  9. You can! I suck at programming! I procrastinate too much and often I just sit and stare at code for hours. I suck at math even more. Really I have no buisiness coding. I just have a passion for making games so I grind away. I am an artist at heart. Anyone can code with enough brute force (slamming head on keyboard and trying different things over and over again.) If I was better at coding this thing would be much further along. Practice makes perfect! Edit: > :o I love it. It is looking quite nice. Where is my manners. Thank you!
  10. I started using Eclipse Origins. I made alot of the features for the game. Item crafting, building, destruction. But I wanted the game to be iso and have alpha trans and other features of dx8\. So I started to convert the engine over to dx8\. Eventually I scraped the whole thing and downloaded the latest eo. With that I cut everything out except the packet system. I still have the old version for reference on what I did with the old systems but I am mostly just rewritting it so it is more efficent anyways. So technically this game isnt EO at this point. Edit: Actually if a moderator sees this and wants to move it to the Non-eclipse engine board then I guess that would probably make more sense. Makes no difference to me.
  11. That is what it looks like right now. I obviously have no gui yet and that character is strictly placeholder. The two tiles shown are a good indication of what the tiles will look like. There will be quite a few different tile types and variations of each though. The real time shadows will add alot too. I am thinking about what I want to do with the background when you are several layers up and the ground doesnt fill the screen. probably a big sky box or something. but I have to cater it to wheter or not the player is underground or outside so I havent figured out how I want to do that yet.
  12. Better quality image now with double the blocks (lol): ![](http://img.photobucket.com/albums/v697/Mikekan13/ex2-1.png) Also added some shading to that little white baby thing so he doesn't look so out of place. :P Still trying different things with the shadow system; I will post something once it is presentable.
  13. I am not going to say you are bad, but you are definitely new to this. I see some potential in these. Not so much in the quality as it is rather low but in the technique. Some tips: Don't use emboss. It may be tempting to add depth but it never looks good. Hand made shadows look much better. Are you using Photoshop? The burn and dodge tool are great for highlights and shadows if used correctly. Shadows and highlights add a lot of detail and depth to pieces and is really quick and easy to do once you get the hang of it. Switch it up and always try new things it is how you grow. I will keep my eye on you. These images really remind me of my first attempts at digital art. Brings back memories :) good luck!
  14. The emboss on the lake and hole thing is really bad. The grass is ok if not a little bland and I really don't know what to say about that tree… Nice play-dough?
  15. Everything is running smoothly for the pre-alpha. Going to spend another 5 or so days on coding and then switch gears to artwork till the 29th and the 30th is looking like the start of the pre-alpha. At which time I will probably pick up to 20 people to test for a few weeks. During that time I will probably inject more elements into the game and will try to get a good feeling of bugs and hiccups. Right now I have 6 people signed up and I really would like at least 15\. If I get more signups then spots I will base those 20 spots on how soon you signed up and your computer/connection speed/location. I want to get a good field of people so I will need people with crappy machines and connections too. Please though, at least have a connection speed of 1.0 mbps or higher.
  16. > I wouldn't add jumping if I was you. If you do, there'll be a lot more questions: How far/high can a character jump. Can you jump over other characters? > > Besides that, jumping makes players often able to reach certain places that shouldn't be reached. With that, alot of bugged places can be found as well in most games. > > That is how I experience jumping in most games. Jumping is fun to do though. But unless you have a really good way of avoiding these problems, I'd suggest not to add jumping. Not that I have decided to add it yet but: How far/high a character can jump would be based on there skill and theoretically how much jumping they do. Ie: the more you jump the better you would get at it. However for the sake of realism it would be a very steep level curve and even the end results might only mean you could jump up two blocks and over maybe 2\. As far as the case of getting places you are not supposed to be: Those don't exist in this world. You can go anywhere–break anything and climb anything with the right skills and items. The case I have against jumping is it is not much different than climbing except for being able to jump over holes. this I could see as a great thing because a hole could potentially be so deep you would be unable to fall or climb down it without dying. It would be quicker than building something to walk over the hole too. It has to look good and smooth though and that is the only worry I have. I am still on the fence about it. Worrying about getting all the quirks out of the streaming/building/destroying right now anyways.
  17. Mikekan13

    FPS

    > Yeah, after I posted that message I was thinking about that. Maybe even set the limit to it starts when anybody logs in and stops when nobody is logged in. That would be the best way to do it. I agree. That would be the best for anybody.
  18. Mikekan13

    FPS

    > If you're hosting it on a dedicated server, you might as well unlock it. When I say "later at night", keep in mind that if you don't have many players from that time zone, it doesn't matter much if you unlock it. Since they're the only one on, they probably won't notice the difference. Even then, know your audience. During 5am (GMT) in the morning hardly anybody will be on your game. If you are going to do that–although I see no point--then write it into the code to lock it during that time and unlock it after a certain time. That way it is at least automated. Just in case you sleep in or something :). I would probably have a admin override command so if you don't have access to the server right away you could still tell it to unlock. I still find it pointless though. Edit: I guess you could even modify it to unlock it after a certain amount of people logged in. That is probably the best solution.
  19. Mikekan13

    FPS

    I won't touch the linux thing but if you are planning on just using that tower for the sole intent of hosting the server then unlock and leave it alone. Hell I don't even have an option to lock my server :P
  20. Mikekan13

    FPS

    > "unlock it during high-player times and lock it again later at night" I would never do this for a serious game. Players expect efficiency all the time. A really serious game would have different servers for different time-zones but I don't think anyone here is going to do that. I still would leave my server on and running unlocked. You can always have scheduled maintenance and take it down for some "rest" lol. In this day and age running a computer 24 7 on max isn't so bad. It happens all the time. Hell I leave my ps3 on 24 7 with the folding at home on.
  21. Mikekan13

    FPS

    > Mike's actually partially right. Higher CPS means that the game will cycle more, and cause less lag, but with more strain. For most games, however, you'll do just fine with it locked. If your players end up complaining you can always unlock it during high-player times and lock it again later at night. What you mean is it is using the entire cpu. Like I said. For a dedicated server you wan't to unlock it because you are not going to do anything else on that computer but host the server. Now if you are testing on your own pc and you want to have resources open for going on the web playing a copy of the client ect then locked is what you use.
  22. Mikekan13

    FPS

    I am right… You can believe who ever you want though. ``` If Not CPSUnlock Then Sleep 1 ```that is the actual line of code that locks it. If it is locked then it is going to sleep for 1 which means every server loop it will wait for 1 millisecond. Now that isn't a lot of time but dump 30 people on a server and you will start to see the effect.
  23. Mikekan13

    FPS

    A serious dedicated server should be unlocked. That means it is running it as fast as possible. locked is fine if you are running the server just for testing it yourself like on the same computer.
  24. …seriously If you are going to practice parkour then do it in a safe place that you know. I have been practicing for about 6 years and I am confident of my abilities but you would never see me walk up to a random free standing wall I didn't know was built soundly.
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