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Rotflturion

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Posts posted by Rotflturion

  1. @Murdock:

    > The progress is looking quite nice. If I could give any criticism it would be that the trunks (for woodcutting i assume) and bushes seem like they need a bit more contrast. Anyway, I plan to play it when its released :)

    Thank You. And criticism is always welcome :)
    I do realise that - the bushes are to be redone just like the tree, to look more detailed and added more contrast. The trunks also, when I get some spare time for them :)

    @Frostyy:

    > All looks good, but I think the walls need more contrast.  I'd probably get confused :S

    Thanks, I'll look into that. The walls are still being worked on. :)

    @sotvotkong:

    > im really liking the full on top down perspective you got going on.  id suggest taking your tileset youve made and photoshop it using ctrl+u and fade it in and out so different elevations have just a touch different color to show the elevation.  just my .02

    I am using GIMP my good sir, photoshop is overrated and capitalistic (:
    You mean brightening up the higher tiles? Then yeah, I will surely do so - I just need to complete the wall sprites; the 'wooden floor' used for wall section is just the house wooden floor atm, needs to be redone and lighten up :)
  2. **Alright, that took me whole freaking day of starting at codes, but the Crafting grid is ready.**

    It's used for … crafting items, obviously. Recipes are item1 + item2 + item3\. Up to the player to find out how to create each item himself, OR learn the recipes from various sources, like npcs, books and whatever.
    It also serves as an additional space, where You can carry items around,  funny functional [add item to grid, remove item, close window], saves, does all the safety stuff and coffee.

    The graphics are only for testing. I have to make the "craft" and "close" buttons, but thats for when I remake whole game GUI.

    >! ![](http://img23.imageshack.us/img23/9328/craftingi.png)

    A small update - now the grid got five spaces, for more possible and complicated recipes.

    >! ![](http://img535.imageshack.us/img535/8729/crafting2.png)
    ![](http://img577.imageshack.us/img577/697/crafting3.png)
  3. Thanks. :)

    @up:
    Nah, I made it so an average power spell will do from ~30 [at level 1, skill level 10 (int for mages, dex for assassins etc)] to ~700 [at level 100, skill level 255]
    So the highest damage will be around 700, but I must also take combos and other players into account [spells that can be cast right after another one, or teamed up players], to prevent situations where 2 mages just camp outside the city, or a single PK just spams combos, and one-hit kill anyone who shows up :)
  4. I have decided, that a town needs cobble roads. With the dirt ones it just feels like a small village.

    Here are the the cobbles, and an edited sign sprite:
    ![](http://img202.imageshack.us/img202/797/signugh.png)

    New brick walls:
    ![](http://img854.imageshack.us/img854/2425/coolrunnings.png)
  5. Hiya.

    I'm trying to make a crafting system, a graphical one with a crafting grid.
    If everything else fails, I will use 5 last squares of inventory for that.

    Q: Is there a way to move 5 last inventory spaces a little away from the rest?
    Atm each inv space is 3px away from the rest, is there a way I can move the lower five like 20px away from others? [after also resizing the inventory window ofc]

    **like this:**

    >! ![](http://img231.imageshack.us/img231/4603/asd1k.png)

    Or even better: adding another 5 spaces, away from the inventory window [like on a new pic over the game window], that would be integrated with the inv window itself? [possible to drag items between them, and the bonus window becoming visible when the inventory window is]

    **like this:**

    >! ![](http://img854.imageshack.us/img854/6618/asd2r.png)

    Were trying to make a separate window for that with a friend, but the subs just go deeper and deeper into the code and I'm lost there :P
  6. Hiya.

    Does anyone know, where in the source can I find and change how many Health Points does player get for every Endurance point he has?

    I have searched both client and server sources, but I didn't seem to find the piece of code responsible for this.

    With my damage calculation system, 2k hp is WAY too low to work efficiently in PvP combat.
  7. @7:

    > I like the second screenshot in the spoiler…also, the first screenshot can be used for the likes of puddles, etc.

    >! Yes, the first one might be used for such stuff - for now I need a river tho (:
    Isn't the second one a little too dark?

    @Kusy:

    > Playing Tibia for 10 years.

    >! You got what I like to call a 'Haters mindset'. I will not go into detail, but if so, then go and tell football star that playing football for 10 years is sad. Go tell a chess master that playing chess for 25 years is sad. Because basically it's all about entertainment, fun and hobby - doing something You like. I presonally like MMORPGs and You are nobody to tell me if it's sad or not, as long, as You don't know me in real life. :)
    >! And also, I love kids who "hate" Tibia [and other stuff] JUST because everyone hates it. These people are like sheep - everyone say that 'xxx is bad', so it must be true! (:

    **ITS:**

    Some more nature, stones, flowers etc. stuffed behind the 'First bank of Somewhere'
    ![](http://img88.imageshack.us/img88/1493/kwiatkikamyczki.png)
  8. Uhm, did some water.. This took me like an hour of experimenting - the bottom of the river should actually be darker than the sides, but then it either looks like crap [non-dimmensional], or (if I make it too dark) the water over it is not visible.

    ![](http://img508.imageshack.us/img508/2018/waterzj.png)

    **Previous tries:**

    >! First one, doesn't look like a river at all
    ![](http://img835.imageshack.us/img835/2559/watertest.png)
    >! Second one - too dark
    ![](http://img845.imageshack.us/img845/4214/wodochuj.png)
  9. @Murdock:

    > This doesn't work for whatever reason. If you know how to make it work, that would be awesome!

    Hum. It does not work, because the Quest type NPC is not in the task check code.

    You have to add it here I think.
    ```
                            If NPC(npcNum).Behaviour = NPC_BEHAVIOUR_QUEST Then
                HERE---> Call CheckTasks(attacker, QUEST_TYPE_GOTALK, npcNum)
                                Call ShowQuest(attacker, NPC(npcNum).QuestNum)
                                Exit Function
                            End If
                            If NPC(npcNum).Behaviour = NPC_BEHAVIOUR_FRIENDLY Then
                                Call CheckTasks(attacker, QUEST_TYPE_GOTALK, npcNum)
                                Call CheckTasks(attacker, QUEST_TYPE_GOGIVE, npcNum)
                                Call CheckTasks(attacker, QUEST_TYPE_GOGET, npcNum)
                            End If
    ```
    OR, change:
    ```
    If NPC(npcNum).Behaviour = NPC_BEHAVIOUR_FRIENDLY Then
    ```
    To
    ```
    If NPC(npcNum).Behaviour = NPC_BEHAVIOUR_FRIENDLY Or NPC(npcNum).Behaviour = NPC_BEHAVIOUR_QUEST Then
    ```
    I do not guarantee any of these will work tho. They can produce all kinds of nasty bugs ._. - I will check on how to exactly do that when I finish my system.
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