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Murdoc

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Posts posted by Murdoc

  1. @Anna:

    > Horrible. What's the deal with people putting mountain ranges on far edges of everything? People don't understand basic geography and especially not topography.

    I don't think basic geography or topography applies to fictional places, unless you want it to. Heck there could be one mountain range made of marshmallows in the center, who gives a crap?  :P
  2. @[PIE:

    > renzozuken2002 link=topic=60939.msg644840#msg644840 date=1275686165]
    > the "muscles" on your sprite are too round and defined, makes them look like rolls of fat
    > the chest and back look fine to me, its just the arms and legs that look funny
    >
    > also, if your gonna have 8 Directional movement, are your sprites gonna have 8 directions too?

    You don't need to have 8 directions for the sprites. Take for example zelda for super nintendo, when you moved northeast it used the same graphic as going eastwards. Same for southeast. And when moving northwest or southwest the same graphics are used as westward.

    Yea the only problem with the sprite is that it has Popeye forearms. No biggie.
  3. @Robin:

    > I just don't sugar coat my words. If something is done wrong, I'll point it out.
    >
    > Go look in a mirror then look at that sprite. If you look like that then you've got some serious problems.

    Robin doesn't sugar coat his words… He pisses on them then takes a crap on them.

    I don't really see what the prob is with that sprite. If I look in the mirror I notice I have muscles like this sprite, whereas Robin looks in the mirror and sees this:

    ![](http://coolpics.911mb.com/photoshopornot/people/people-skinny1/1%20Skinny%20Girl.jpg)
  4. I've thought bout that many times… I guess its all space? Still hard to fathom, and is part of the reason why I believe in a God.

    Anyway, heres another one that i heard just late nite on a documentary of Stephen Hawking talking about time travel. This is a paradox:

    Suppose you are able to make a worm hole that allows you to go back in time just 1 minute. And let's suppose someone decides to shoot a bullet into the worm hole at the image of themselves. But before they even shoot the gun they collapse with a gun wound to the head. The question is: Who shot the gun first, the person back in time or in the present? Your mind is officially blown.
  5. @Anna:

    > @Cheshire:
    >
    > > @Anna:
    > >
    > > > @Kinjiru:
    > > >
    > > > > Robin if you have completed the new mapping system could you please release a new version of Orgins so that those of us that will be using Orgins can start mapping for our game and we wont have to redo the maps. Then when new updates are release for orgins we can just transfer our stuff over instead of remapping the whole game.
    > > > > I want to use this engine for both of my games, and I want to start redoing maps as soon as possible
    > > >
    > > > Map your game. Then delete it all. Remap it again. You should do this atleast once if you really are serious about making a game.
    > >
    > > Seems like a waste of time to me, when you could just do the maps well the FIRST time; not to mention have more maps made in that time. If you are serious about making a game, get serious first not after.  ;)
    >
    > _You **don't** do the maps well if you don't spend the time mapping beforehand!_ That is, mapping in the engine you're using and with the map editor; the engine may handle things differently and how it handles things might also change how you want to draw and craft your tilesets and maps.
    >
    > If you have the tilesets you like, map now, even if the map editor is not finalized.
    >
    > YOU CAN NEVER GET TOO MUCH MAPPING PRACTICE.

    Mapping practice sure! But if we werent playing around with an unfinished engine Id say do it right the first time and save precious time. And since the map editor and engine arent finished practicing map making with Origins might prove futile, for now.
  6. @Anna:

    > @Kinjiru:
    >
    > > Robin if you have completed the new mapping system could you please release a new version of Orgins so that those of us that will be using Orgins can start mapping for our game and we wont have to redo the maps. Then when new updates are release for orgins we can just transfer our stuff over instead of remapping the whole game.
    > > I want to use this engine for both of my games, and I want to start redoing maps as soon as possible
    >
    > Map your game. Then delete it all. Remap it again. You should do this atleast once if you really are serious about making a game.

    Seems like a waste of time to me, when you could just do the maps well the FIRST time; not to mention have more maps made in that time. If you are serious about making a game, get serious first not after.  ;)
  7. @MrMiguuâ„¢:

    > Too, eh… midi-y. You need more variation. It's a good start, but you need more going on in the beginning and build up quicker (not with one instrument playing nonstop, but rather a chorus that loops back and builds casually to the main riff)

    What he said. You can also think of it like most pop songs are written. You have parts like verse, pre-chorus (build up), and chorus (the main catchy part) … I'll post up some of my own electronic pieces after work to show you what i mean. What program are you using btw?
  8. @Robin:

    > Finished directional blocking.
    >
    > Big thanks to Fabio & Dugor for explaining bitwise operators to me. They're going to come in _very_ handy.
    >
    > ![](http://i38.photobucket.com/albums/e112/Kite_Minase/dirblock-1.png)
    >
    > There's a new option box in the map. As well as 'Layers' and 'Attributes' you now have 'Directional Block'. When you're on this layer the map is covered in little arrows. Green means when you're stood on that tile, you can pass in that direction. Red means you can't. Click the arrows to switch between blocked and unblocked.
    >
    > This means you can have tiles next to each other that people can't pass between! Of course, the old block attribute can still be used.

    nice feature. reminds me of rpg maker 2000\.
  9. @Cheshire:

    > Yea, but when would anyone ever have the weapons show under the armor? the way eclipse stable or earlier renders paperdoll seems pretty generic, in that it makes sense most the time; the only problem being that the weapon is in the right hand except when you face left then it changes to left hand mysteriously. You should just use the usual rendering in earlier versions with a fix to that problem.
    >
    > In my humble opinion paperdoll use would most likely always be:
    >
    > legwear on 1st layer
    > armor on second
    > helmet on third
    > shield on fourth (left hand)
    > sword on fifth (right hand)
    >
    > And even if it wasn't, this would still be the most common rendering (or something very similiar).

    @Robin:

    > There source is right over there pal, have fun programming it like that.

    @Cheshire:

    > Ok "pal". But don't forget that if you want more people to use your engine, maaybe you should aim at making it as "user-friendly" as possible. Not everyone can program, or want to. And besides this, I know you very well agree with what I said about rendering.  But whatever will be.

    > Adding anymore than 1 rendering order is going to be useless code which just sits there. If you want thousands of options and systems which you don't need to edit the source to use, then go use Stable. Hell, Stable's BltPlayer subroutine is as large as my entire DD7 engine because of all the paperdoll & multiple sizes crap.
    >
    > Those kinds of things are what slow a source down. The more options you have, the slower it is. I explained why it is the way it is and whining about it isn't going to change anything.
    >
    > I'll let you know what Origins is for. It's for those who are willing to take the time to learn something new to make a good game. It's for those who realise that after you actually take the time to learn to edit the source code, Stable isn't appropriate for the job.
    >
    > If you want to be stuck in the past that's fine, just don't drag me and my source code down with you.
    >
    > I spend my time helping anyone who has problems or questions with any version of Eclipse, be it Origins or not. The best advice I can give to anyone is to use Origins before you realise how limiting Stable is. If you don't want to take my advice, then don't. It's no skin off my back.
    >
    > Oh, and putting quotation marks around everything makes you look like a pretentious twat.

    You should be able to take criticism or critiquing or whatever it is a little better, since you know how to dish it out so well Robin. Anywho, it's your engine so OBVIOUSLY you're going to do what you want, of which I won't complain. But I'm not gonna stop making suggestions anytime soon. And it's no skin off my back if you don't like em.  XD
  10. @Robin:

    > There source is right over there pal, have fun programming it like that.

    Ok "pal". But don't forget that if you want more people to use your engine, maaybe you should aim at making it as "user-friendly" as possible. Not everyone can program, or want to. And besides this, I know you very well agree with what I said about rendering.  But whatever will be.
  11. @Robin:

    > That's not a bug, it's just how I programmed it.
    >
    > I can't possibly create a render order which meets everyone's requirements so I just added a basic render order which you'll need to tweak yourself to suit your own graphics.

    Yea, but when would anyone ever have the weapons show under the armor? the way eclipse stable or earlier renders paperdoll seems pretty generic, in that it makes sense most the time; the only problem being that the weapon is in the right hand except when you face left then it changes to left hand mysteriously. You should just use the usual rendering in earlier versions with a fix to that problem.

    In my humble opinion paperdoll use would most likely always be:

    legwear on 1st layer
    armor on second
    helmet on third
    shield on fourth (left hand)
    sword on fifth (right hand)

    And even if it wasn't, this would still be the most common rendering (or something very similiar).
  12. I like your idea but you have to consider one thing. How many people will be playing at a time on average? 5-10-15? It's hard to say because you don't know how many people will be interested. With your current idea it might be not as fun IF not many people are online since youre aiming at mostly pvp for the fun factor (im assuming of course). With that in mind, why dont you revamp a little and make it so that all the classes are zombie types, and the guild clans are zombies, who live in groves or something and have the humans all in their cities etc and the goal is to do zombie quests to kill certain humans for bounty and items. This way even if not many people are online you can still enjoy the game without the pvp aspect. Any pvp would be zombie vs zombie. Anyway, that's what I think.
  13. @Robin:

    > Players don't have arrows yet, nevermind NPCs. xD
    >
    > It's not high on my mental list. First up I want to add NPC spell casting.
    >
    > And as Anna said, I'm concentrating on fixing up old systems before adding new ones. I'm re-designing the map editor, adding lots of new mapping systems and sorting out the combat formulae.

    I wasn't aware player arrows hadn't even been implemented yet. But anyway, I like the direction the engine has gone so far. If you DO decide to add npc arrows(bullets, lasers whatever) at some point I guarantee it will make your engine stand out more from the rest, along with all the other cool features youre implementing. That, and a quest editor would make this engine "Uber l33t" if I may say so.  ;)
  14. @Anna:

    > Well he's working on Combat and the Map Editor right now. So yes sometime down the line this issue will likely be addressed.

    Cool. The only reason I ask is because npc arrows would allow for cool games like spaceship battles, and army type games where the enemies actually use guns. Genesis 2d has it, but I find the engine relatively slow. If Robin decided to add this feature (albeit im sure its not easy) the possibilities for game making would expand quite a bit.
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