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Murdoc

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Everything posted by Murdoc

  1. I like. Harvest moon for snes is one of my favorite titles. And it looks like he's done this off-shoot justice, gfx and feature wise.
  2. > I really disagree with that. The community is at a point where all the games are exactly the same. A single player engine will first of all add a whole new set of games to the community but will also force people to focus on gameplay more instead of simply hoping that the online element will appeal to people. Developers should focus on gameplay whether it's online or not. I seriously doubt a single-player engine is going to make people better developers. However, it's not a bad idea. Have you considered lan capability?
  3. > Dangit paying someone for that im gonna have a look hope it can work with Dragon Eclipse ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons//tongue.png) > > Where is Cs:De ? Yes it would work in Dragon Eclipse.. Cs:De is in "Robin's History Bundle".
  4. > Yes but I put the picscreen to a image but black is drawn over it im thinking from DrawInventory How would I make it so when It Draw inventory it transparent so showing the picInventory. Isnt [background=rgb(248, 248, 248)]the last 0 transparency so if I changed to 1 it would make it transparent because RGBA the A stands for Alpha[/background] > > [background=rgb(248, 248, 248)]D3DColorRGBA(0, 0, 0, 0) [/background] oreo gave you the correct answer. by "drawing" the inventory to picscreen, he doesn't mean to simply give the picscreen a picture. he means you need to render the inventory differently through code so that the black becomes transparent and you can see the background image. its not as simple as just changing an rgb value.
  5. Murdoc

    Spell for all class

    If you're wanting to make a spell for any class select "none". This way it's for any class. It's hard to understand your question, but I hope this helps.
  6. > [http://www.nosoapradio.us/](http://www.nosoapradio.us/) > > **Note**: You can download the song you listen to by right clicking. There's some really nice stuff here, thanks!
  7. Murdoc

    Tileset revamp

    > Im no pro, but is it me or the angle is much lower than on RMXP. i feel like this would be less for a top-down and more for a side-scroller. i dunno im no expert in sprites Even rmxp could be more top-down, like zelda: lttp for example where you can see the entire tops of the trees. There is a wide range of angles one can use in this style. Think of it in terms of degrees. If you're looking straight down at an object that's 90 degrees. Anywhere from about 70 to 30 degrees is what is normally used for top-down games.
  8. > Wait, I'm confused now. With the event system you can use branches with the switches from other steps/events to make check what step you are at. Using this you could do everything a quest system could do so I don't why people say we need one still.. > > What exactly are people wanting out of a quest system that you can't already do with the event system? I need someone to explain what is missing so I can work on adding it in. The event system does not do kill counts. Also, it only checks for one of a certain item instead of multiples. If you can change that and release tutorials I'll worship you! XD
  9. Murdoc

    Tree Pixels

    Would like some feedback on this tree: ![](http://i1291.photobucket.com/albums/b550/murdoc1983/TreePixel1_zps02b37072.png) Resized: ![](http://i1291.photobucket.com/albums/b550/murdoc1983/TreePixel2_zps7e57437b.png)
  10. I dont understand the walls. The way you did the bottom makes them look like they're lying down flat. And shouldn't the highlight be near the top? Other than that its looking pretty good.
  11. Murdoc

    Resized pixel art

    Just some constructive criticism. The tree border is poorly done, specifically the protruding parts. Also, the trunk needs more shading, maybe an additional highlight. As for the palette I think its nice and easy on the eyes.
  12. > I have to agree with that. > > If you open a door if the player doesn't need to go in that zone yet will that place be opened to everyone. No, the door won't be open to everyone because player switches and variables only activate for the player. Unless it's a global event.
  13. > Are you both on the same map? > am on the same map ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons//smile.png)
  14. Murdoc

    Sprite Work

    > And the arms look like dicks! ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons//tongue.png) all i can say is lolz XD im taking this all in so i can get better
  15. > I knew its perspective was off. Now after reading this and looking at it I'm confused at my reasoning for the way I had shaded. > > Hows this look? [http://i.imgur.com/yf9Jr.png](http://i.imgur.com/yf9Jr.png) Looks better imo ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons//smile.png)
  16. Murdoc

    Sprite Work

    > It reminds me of a Final Fantasy sprite (from 6 in particular) on steroids! Asides Nook's suggestions, it looks like it's on the right track. The shading of the chest (to me anyway) looks pretty good. Thanks.. Ive always had a hard time with sprites. Mostly with dimensions and shading in particular. Hence, why im getting feedback.
  17. > Lil more done. > > >! ![](http://i.imgur.com/Emrd6.png) > > I know most of its not needed to show.. but I didn't wanna crop. The perspective of the roofs don't match that of the walls/trees etc. The darker shade near the bottom and the amount you can see near the back creates a sharper top-down angle than the rest. Other than that, nice work.
  18. Murdoc

    Sprite Work

    > The hair looks a little odd to me. > > His muscular core seems to take up so much room that his shoulders look puny and drawn back. The lack of a visible neck tells me this is a top-down perspective, but in a truly top-down the pectorals aren't so high that we can't even see the top of the shoulders. > > The arms should reach the bottom of the pockets (not the end of the shirt). > > The thighs are thicker than the hips for some reason? In this size of a canvas, a pixel can be several inches, so that bulge can't just be his baggy pants. I've never worn baggy clothing that sticks out several inches from my thighs. > > Until the latter two are fixed it's hard to say what else needs fixing with the leg proportions. The shading under the knees makes them look bent a little. > > The feet look like balls. > > That's not to say it's bad… just sharing what caught my eye ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons//smile.png) thanks for the input.. ill keep those things in mind for next time
  19. Murdoc

    Sprite Work

    In an attempt to sharpen my spriting skills, I whipped this dude up. I'm open to critique, criticism, or whatever. ![](http://www.freemmorpgmaker.com/files/imagehost/pics/5d8b9d3c27e993fa11dcf81a41eada7a.png) The sprite has been resized to 200%.
  20. > How is it not obvious that it's a girl? And, the neck seems to be sized fine imho. > > [![](http://www.freemmorpgmaker.com/files/imagehost/pics/c8a9a0dc0e445b73b1ead03b56f8a61e.png)](http://www.freemmorpgmaker.com/files/imagehost/#c8a9a0dc0e445b73b1ead03b56f8a61e.png) My bad, i thought that extension was her chin. Not to be overly critical but the way she's standing is awkward. It looks like a sitting or squatting posture the way the legs bend.
  21. Here you can use these. Use photoshop or gimp to cut and paste them in the right format: >! ![](http://www.freemmorpgmaker.com/files/imagehost/pics/8643f9c19121b250585c825d0362726c.png)
  22. the head should be brought down some.. unless she/he has a super long neck
  23. > Hey eragon, thx for creating this engine, but it has an animations sound bug (the sound does not sound xd) > > Do you think u can fix it? > > Thx for all This is a problem with Nightly Eclipse, which was used as a base for this engine. I would suggest searching q&a for a possible fix.
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