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Colonello

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Everything posted by Colonello

  1. @'Timty': > Well, I like the one on the right is more realistic :) I do agree with you that it does look a bit more realistic besides probably it's shading. :) Thanks! * * * @'AcidTumbleweed': > I think the first one would look better if the tree was skinnier. True, it's trunk does look a little big especially compared to the leaves. Thanks for the feedback. :)
  2. @'Growlith1223': > i actually quite like the one on the right, but i will admit, the lighting does need to be fixed on it lol gotta have 1 angle to the lights! Thank you :)
  3. @'Dr.House': > It's not pixel art that you should try to improve, but the way you're seeing things. > Light and Shadow plays the most important role in art, your brain tries to recognise the pattern your eyes are seeing. > > In the 2nd example, there are too many light sources, very hard to achieve maybe even impossible [in real life] to give those shadows, in the first example is much better, the light source is coming from the upper left corner. > Try observing objects in real life, where the light hits them and where the shadow is casted, do not try with multiple light sources at first, you want to study not to fool your brain. > Because the brain can easily be deceived by what information your eyes give. > > There is way too much to explain, you must see for your self, observe the world, see it with your eyes, study it, try figuring what is what and why is there. > > Good luck! Thank you! I see exactly what you're saying. I do need to improve on the shadows, especially after seeing a few other tilesets and images online. I'll definitely try improving on those with whatever I make next. :)
  4. I've recently tried my hand again at picking up pixel art but I'm looking for some opinions. Which style do you prefer? Also if anyone has any tips on how to improve feel free to post them below. :) ![](https://i.gyazo.com/c47c9d7aed23c7baef1c4c626541d35e.png)
  5. Since you're working on this again I moved it to the active projects section. :)
  6. They both look awesome but I think I prefer the 1st one slightly more than the 2nd.
  7. If I knew VB6 I would definitely try to implement those features. :) The stretching shadows sounds really cool!
  8. Hey everyone I'd like to know if anyone has figured out a way to add shadows to their game (or at least something that looks like a shadow). I've attempted to try and add decent looking shadows through semi-transparent tiles but they still don't look very good. Example: ![](http://i.imgur.com/qY4NwkN.png)
  9. @'PD': > It's actually very easy to implement a screenshot feature for a DX8 engine. I wrote one in a couple of minutes sometime ago. Although, autotiles were broken in the screenshot but that's an easy fix. > > I'm busy right now but when I'm free I'll clean it up and release it. Awesome! Looking forward to this. :)
  10. Hey everyone, I know older engines such as EO 2 allowed for the ability to screenshot the entire map. As of EO 3 I have not found any engine that includes this feature. I made a topic about this back when I used EO 3 but I figured I should check for SW too. Am I missing something or does it not exist here either? Regardless, does anyone know a good way to create a screenshot of the entire map besides taking dozens of screenshots and stitching them together?
  11. These all look so amazing. Thanks for posting this!
  12. Regardless of how well autotiles work in SkyWyre I'd suggest using them. They seriously cut map making time in half. I used to not use autotiles and now I wonder how I ever did it without them.
  13. Do you know of any games or maps that I should look off of as a reference for how to improve my mapping style? I'd like to do anything I can to make them look better.
  14. @'Cheech': > Your maps are awfully unnatural; too square-ish and symmetrical. Thanks for the feedback. I do agree with you, it is something I need to work on. In the outdoor maps it's a lot less symmetrical but could use improvement. :)
  15. Hello everyone, sorry about the lack of updates. I have been extremely busy in real life and haven't had much time to work on the game until now. Rather than try to explain why we'll get right in to the update! **The "Royal City" Update** First off, the Royal City is being redesigned. It is now nearly double the size it was previously and looks 10x better than before. **Training centers/Tutorial** The Royal is **most likely** the place where all players will first spawn. There will be a quick ten minute tutorial explaining a bit of the games lore and how to play it. If further help is needed in a specific subject training centers will be located on the south side of the side. Shops will also be available there for items that are meant from training levels 1 to 40 in each skill. **Quests** The city will hopefully contain around 10 to 15 quests at the beginning. Later this will be expanded upon. Currently I am unable to start on the production of creating quests though. The quest system we have currently is way too simple to create anything past a simple "kill ten cows and give me their hides" type quest. **Shops** Most shops will be based around the training centers that are available in the city. **Player Interaction** I imagine the town's center will probably become some kind of hub for trading. It is nearby where all new players will spawn and can easily be accessed. At first the game will not include any form of auction house and the only way to get items will be by earning them yourself or by trading other players for them. **Evolution** Now you may notice the city has one main cobblestone road and various other dirt roads. Why would a city this big look like this? This is somewhat to do with the lore because Deadfrost Online takes place in the time period roughly 10-15 years after the ending of the war that created Deadfrost zones. A city this new and this large needs time to re-build. The city will "evolve" with the players. As the game grows older and gets bigger the dirt roads will be replaced with cobblestone, houses will look nicer, more citizens and quests will arrive, etc. **Completion** Exterior Map - 50-75% complete Quests - 0% Interior Maps - 25% **Surrounding Areas** To the right of the royal city will be the game's largest harbor. This will allow you to travel to a few of the game's islands. If or when sailing can be introduced as a skill in the game this is where you will learn how to sail. **Images** The Town Square ![](http://i.imgur.com/xBE7zDP.png) Some of the various training areas and shops ![](http://i.imgur.com/NS6vZLt.png) ![](http://i.imgur.com/qvzqeoL.png)
  16. Hey everyone, currently I am very dissatisfied with the quest system and event editor. Currently making a quest in Eclipse that uses events can be pretty difficult so I'd like a few features added to my game to make it better. **Before reading this** I would suggest looking at both the event system and quest system in SkyWyre or else **you will not understand** what I'm asking. **Quest System Side:** 1\. In the tasks menu, add "Other" (Explained further in #2 of the event system side) **Event System Side:** 1\. After accepting a quest from an event the event will display different text. (Example: You haven't started the quest yet and the event asks "Will you start the quest" if you accept, the next time you talk to him he will say "Kill the dragon". If you don't accept the quest the next time you talk to him he will ask you again if you'd like to start the quest.) 2\. Add an event command that changes a task to complete. (Example: You are doing another quest that requires you to answer questions from an old wizard. If you get all of them correctly a command is run that marks the task as completed) 3\. Make it so while you are doing a certain task in a quest certain dialogue will display. (Example: You have yet to kill the dragon so every time you talk to the event it says "kill the dragon", you complete task 2 by killing the dragon, when you talk to the event it will display "Woo" which completes task 3, you then do task 4 by killing a bee, when you talk to the event again it'll say "You did it!" which completes task 5 and ends the quest.) - Make it so once a certain quest is complete the event will display different dialogue(Example: If the quest is marked as complete the event will say something like "Woo :D")
  17. Very nice features but the offer system could be problematic for you. Some users may become mad if they find out someone got the same feature for $10 less and will find someone else to code for them. Regardless of that everything looks great and I may have to order something in the future. :)
  18. Try re-downloading it again. If you can't pull it up on a fresh copy then it may be your keyboard. If so you saved yourself some time. If not maybe you accidentally did something while editing the source code?
  19. Just spent the past hour stitching together these images. This is the first town in the game, I recently re-modeled it to make it look better! :) ![](http://i.imgur.com/G5zH1BI.png)
  20. I'll be using an older version of my current game (before I started re-doing all the maps to look better). 11 100x100 Exterior maps = 110,000 tiles So only using exterior maps it's 2.27 acres and 0.0036miĀ². :)
  21. Wow this looks so awesome! It never snows where I live so it's great to see places like this.
  22. Same to you and everyone else here. Happy Holidays! :)
  23. This looks fantastic! The art is amazing and overall looks really solid for just a few months of work. Excited to see even more!
  24. Looking very nice! Excited to see this engine grow even further.
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