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Murdoc

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Everything posted by Murdoc

  1. Murdoc

    Scary

    ![](http://www.wallpaperscover.com/wallpapers/troll_face-1280x800.jpg)
  2. Murdoc

    Improving Pixels

    > My advice for everyfuckingbody around here is that just because you are working with a 2D engine does not mean you automatically must aspire to be good at pixelart. Because you will not and it is not worth it aspiring for. > > Just because there are some good pixelartists here, just because the general trend of "indie games" is using pixelart, does not mean that you have to do it. It just turn you into yet another retro wannabe. If you feel that you ducking have to do graphics (it would also be worth considering if it actually is something you feel comfortable not only doing but also showing to people after you do it) how about not being a mindless drone and try something new? > > This forum is filled with subpar or downright horrible "pixelart" to the point where adressing single threads in showoff is a waste of time, because they all lack the same thing - and that would be talent. So, dear reader… ducking stop. Pixelart is not for everyone, and if it's not for you, that's fine. Maybe there's something different you can do with your free time. This.. and if you really want to do it, start reading tutorials. They helped me tremendously. At first I didn't want to read them because I felt lazy and uninspired by watching other people's style. But all in all, if you can learn various different ways of creating texture, lighting etc you're going to be better off as an artist, then If you hadn't. It might take you years to even get subpar as Kusy put it so well. Maybe you'll never reach professional level due to lack of interest and learning from others. I do not consider myself to be expert level, for example, but I keep practicing so I can be. Having said all that; if you enjoy it and REALLY want to get good at it, you'll need to start with the basics and looking at the way expert level pixel artists do it then gradually work your way up, and most of all practice your brains out trying to imitate and mix styles until you feel like you've developed your own. Here's a link to 30 pixel art tutorials to get you started: [http://www.hongkiat.com/blog/pixel-art-tutorials/](http://www.hongkiat.com/blog/pixel-art-tutorials/)
  3. original link is missing
  4. Murdoc

    Improving Pixels

    I'll give some advice. For one the palette is fugly. Look up hue-shifting, it will help make things look better. The shading on the sword makes it look like a brick on a stick, because the highlight is to the far left of the blade, and the shadow is at the far right. Instead try putting the shadow down the middle, with a brighter strip on the right and keep the highlight on the left but extending to the tip of the blade. The apple isnt bad, but I would bring the highlight more towards the right and make it bigger with possibly one speck of highlight near it (has a nice effect). Also, outlines can improve these but dont use black. Pick slightly darker colors than the shadows. The sprite in particular would benefit from an outline because it looks washed out. Changing the palette will help here too. The sprites dimensions are off in several places. The shoulders are too wide. The elbows shouldnt be visible from the front. And the feet are spread outwards too much. Do an experiment and stand up normally. You should notice that your feet are more parallel with your line of sight if youre looking straight ahead. Hope that helps.
  5. I think Sherwin means 10$ per sprite, which is reasonable considering it takes a good 30mins to an hour to create something decent
  6. Murdoc

    Web designs

    They look professional. Nice work!
  7. I think the layout and style is awesome for a retro themed game. I wouldn't change a thing.
  8. The project is looking good. The mapping seems well thought out as well as the details. Btw, I really like the logo. ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons//smile.png)
  9. This is a great contribution and something I've been looking for. ~~How would I go about making damage double if the npc has a different element? Example: Earth > Water > Fire > Air > Earth And: Holy > Dark~~ Edit: I made a few alterations if someone wants there to be opposing elements for double damage, instead of the same element. Such as: Water beating Fire etc. Just change the original code pieces above to these: ``` ' If debug mode, handle error then exit out If Options.Debug = 1 Then On Error GoTo errorhandler If EditorIndex = 0 Or EditorIndex > MAX_ITEMS Then Exit Sub If scrlElement.Value = 0 Then lblElement.Caption = "E: None" ElseIf scrlElement.Value = 1 Then lblElement.Caption = "E: Earth" ElseIf scrlElement.Value = 2 Then lblElement.Caption = "E: Air" ElseIf scrlElement.Value = 3 Then lblElement.Caption = "E: Fire" ElseIf scrlElement.Value = 4 Then lblElement.Caption = "E: Water" ElseIf scrlElement.Value = 5 Then lblElement.Caption = "E: Dark" ElseIf scrlElement.Value = 6 Then lblElement.Caption = "E: Holy" End If Item(EditorIndex).Element = scrlElement.Value ' Error handler Exit Sub errorhandler: HandleError "scrlElement_Change", "frmEditor_Item", Err.Number, Err.Description, Err.Source, Err.HelpContext Err.Clear Exit Sub ``` ``` ' Double the damage if npc's element is weak to our weapon's element If GetPlayerEquipment(index, weapon) 0 Then If Item(Player(index).Equipment(Equipment.weapon)).Element 0 Then If Item(Player(index).Equipment(Equipment.weapon)).Element = 1 And Npc(npcNum).Element = 4 Then SendActionMsg mapNum, "Super Effective!", BrightCyan, 1, (GetPlayerX(index) * 32), (GetPlayerY(index) * 32) Damage = Damage * 2 End If If Item(Player(index).Equipment(Equipment.weapon)).Element = 2 And Npc(npcNum).Element = 1 Then SendActionMsg mapNum, "Super Effective!", BrightCyan, 1, (GetPlayerX(index) * 32), (GetPlayerY(index) * 32) Damage = Damage * 2 End If If Item(Player(index).Equipment(Equipment.weapon)).Element = 3 And Npc(npcNum).Element = 2 Then SendActionMsg mapNum, "Super Effective!", BrightCyan, 1, (GetPlayerX(index) * 32), (GetPlayerY(index) * 32) Damage = Damage * 2 End If If Item(Player(index).Equipment(Equipment.weapon)).Element = 4 And Npc(npcNum).Element = 3 Then SendActionMsg mapNum, "Super Effective!", BrightCyan, 1, (GetPlayerX(index) * 32), (GetPlayerY(index) * 32) Damage = Damage * 2 End If If Item(Player(index).Equipment(Equipment.weapon)).Element = 5 And Npc(npcNum).Element = 6 Then SendActionMsg mapNum, "Super Effective!", BrightCyan, 1, (GetPlayerX(index) * 32), (GetPlayerY(index) * 32) Damage = Damage * 2 End If If Item(Player(index).Equipment(Equipment.weapon)).Element = 6 And Npc(npcNum).Element = 5 Then SendActionMsg mapNum, "Super Effective!", BrightCyan, 1, (GetPlayerX(index) * 32), (GetPlayerY(index) * 32) Damage = Damage * 2 End If End If End If ``` *Don't forget to change the max for scrlElement to 6 instead of 5. It's currently set at the typical rpg style for elements: Earth > Water > Fire > Air > Earth Holy >< Dark
  10. I like the engine. Only bug I've noticed so far is that when you finish a talk to npc quest the exp reward is not given. Or at least doesn't appear to be going up..
  11. > ![](http://img4.hostingpics.net/pics/281849Sanstitre1.png) Sick ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons//smile.png)
  12. Murdoc

    Request Logo

    I quickly did a couple you can consider. If you don't like em that's cool. ![](http://www.freemmorpgmaker.com/uploadfiles/6e3cbd5a205960c278899dd4a4cfc0c7.png) ![](http://www.freemmorpgmaker.com/uploadfiles/55477268442932c0605a899aff8d087c.png)
  13. This engine is quite good. The only complaint I have is that there are no menu buttons by default.
  14. Murdoc

    Logo Needed

    I agree. The logo posted in the op is highly detailed and elaborate, something worth charging good money for. But the logo Azyru did is really nice for a giveaway logo without any cost to you. If you just don't like it that's another thing I suppose.
  15. for some reason the word "humane" and execute dont seem to go hand in hand.. but if were talkin about a painless way to kill someone.. carbon monoxide.. you go to sleep and dont wake up
  16. Yea i have to agree with Boobs.. theres nothing to be critiqued.. you used the transition tiles properly, made good use of layers, and the map has variety. kudos!
  17. get a copy of photoshop and look at tutorials.. im not flaming but these are god awful.. if anyone uses them in a project theyre just going to get criticized and told to change it
  18. Not dissing your version. But I can't fathom people needing more than 4-5 layers for ground/fringe tiles.
  19. glad to see someone is making use of my old tiles ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons//smile.png) anyway, some criticism: the patterns in the mana and exp bars look odd. a base color with a highlight strip near the top (2pixel height) might work better. also, the buttons should have some color and then simply make them brighter/higher contrast when you hover. the black and white doesnt match the tiles. the hearts are perfect.
  20. > beat this in less than an hour > This isn't meant to be a legit game, just a demo to show people html5's epicness, and mozilla's plus provide a source work to use.
  21. The graphics and style of the Crimson Realms version is spectacular. Best of luck on this project!
  22. Murdoc

    New Developer Voting

    > Wouldn't have to go even till tomorrow if we got a simple concession. =) No need really. Rob is the clear winner. Unless Nyan magically gets 37 votes by that time.
  23. > Having fun aside (trolling is such a bad word), it was readable. Just as that dragon in your… logo... is readable as an E. lol because it looks like an E ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons//tongue.png)
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