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Anna Comnena

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Posts posted by Anna Comnena

  1. For something to do I'll share some of my first stuff in pixel art; custom items for Ragnarok Online (I used to play on some private servers).

    ![](http://img.photobucket.com/albums/v400/annacomnena/RO/catband_r1_preview.jpg)
    Catgirl Ears, since the ones in-game were sort of lame. My first experience in making pixel art, and during this time I had to learn the hard way the problems of using a fancy program like photoshop. Also RO graphics are heavy with the use of palettes so that was a trip as well.

    ![](http://img.photobucket.com/albums/v400/annacomnena/RO/catband_r2_preview.jpg)
    More finalized version of the Cat Ears, these ended up being the "female" variant - since in RO item sprites had masculine and feminine counterparts; which was odd because all the default items in RO were just copies anyway.

    ![](http://img.photobucket.com/albums/v400/annacomnena/RO/catband_r3_preview.jpg)
    Another version, this one was made for guys.

    People seemed to like these and they looked good with the RO sprites, so it was a success! ^_^

    After that I decided to take up something much more difficult, a cat tail to match the ears. Anyone familiar with RO private servers or RO in general will probably realize there wasn't any tail type worn items, and in private servers the closest thing were the static overused custom wings on many p-servers. So this was something very unique, and not something the RO "hats" were designed to do. So I had to really fiddle with things to get an animated tail to work, and fit on most sprites.

    Here is my first test release:

    ![](http://img.photobucket.com/albums/v400/annacomnena/RO/tail/tailmontage.jpg)
    This was on FinalRO, I wasn't a GM so I had normal characters and had help from the GM (the blonde character, who was switching classes so I could see how it looked on other job sprites). Client side I modified the Dust Mask to be my tail, so it wasn't in-game yet as it's own item and could only be seen from my client.

    I changed where it meets the body and added a ribbon bow, then added more animation for walking, and tested it out again (this time I was on my thief character on that server):
    ![](http://img.photobucket.com/albums/v400/annacomnena/RO/tail/screenFinalRO087.jpg)

    Basically by this time the tail was pretty much done, and I just messed with alignment for certain sprites. Unfortunately it never lined up perfectly with every job sprite, but it was functional enough in-game.

    To end, a picture of my Acolyte character, with ears and tail. So adorable. ^_^
    ![](http://img.photobucket.com/albums/v400/annacomnena/RO/tail/cuteiru.jpg)
  2. ![](http://img.photobucket.com/albums/v400/annacomnena/damnit.jpg)

    Lost that whole sprite sheet. I have the base graphics for it though, but that crash pretty much killed today's work.
    Stupid computers, whoever said they increased productivity was smoking something!

    :bang:  :dark:
  3. More of a bug report / question.

    Every time I try to link an avatar to my photobucket, it always stretches the image to maximum allowed avatar size. If I upload it, it seems to work ok though. But I really prefer to link to my photobucket, as I don't always have the avatars on my local machine.
  4. ![](http://img.photobucket.com/albums/v400/annacomnena/gfx/waterfalls.jpg)

    Just some waterfall tiles I'm working on. Haven't tested in game because I don't have a tilesheet formatted yet, but I'm confident they will animate well because they have a same flux pattern as my water tiles (which animate well).

    This was pretty hard to do, probably my third try (water is really hard).
  5. Ok, as the title says, I have a question about item durability.

    Basically, how does it work?

    Does it take off 1 point every time you attack something with a weapon? Or does it take of the amount of damage points delivered?

    For armor pieces, does it take off 1 point every time you take a hit? Or does it take off the amount of absorb/defense that item has? Also for armor, does every equipped armor item take the hit?
  6. ![](http://img.photobucket.com/albums/v400/annacomnena/gfx/gfx-previews.jpg)

    _All the items have full paperdoll frames as well, and the sprites are complete with all directions and poses (plus extra hairstyles per race)._

    Player races from left to right:

    Estrani - common folk, adaptable and versatile, but unremarkable. Originally from the east, but has intermingled and mixed with other groups to give them their well-rounded current aptitudes.

    Haldic - warrior folk from the western highlands, often server as mercenaries around the known world. Strong and hardy from their harsh lands but superstitious of magic, although healing and crafts are valued as much as warfare to them.

    Elthewing - cloistered people who have a strong sense of the magical heritage left by the Elder races. However their magical abilities and nimbleness come at a cost of physical frailty, and their cloistered nature can make them seem arrogant and distant.

    Zerasid - the once-populous people from the south, known for their acrobatic abilities along with their illusionary magic. Their combat style of fast sneak attacks with illusions make them suspicious to many outsiders, although they have mercantile experience to help them in diplomatic matters.

    Just a little progress report, since I'm making all my content from scratch. And I still don't have a game name yet! I'll probably work on some more tiles now, then I'll come back and finish sprites and items, with weapons and non-equipment items (coins potions materials etc.). Oh I also don't have any animalistic sprites made yet since I'm not used to drawing non-human things yet! But I learn as I go!
  7. **Two handed weapons.**
    Self-explanatory. Set a weapon to be two-handed so you can't hold a shield with it. I remember a script setup to fake this effect, but it didn't look very optimal, however if that is possible to do it efficiently for multiple items through scripting then this isn't necessary.
    Added in EE 2.3b
    Still usable in EE 2.7, although if a 2handed weapon is a bow, causes crash if you drop it on the ground.

    **Magic stat requirement for equipment use.**
    Several people have put this in their edited source for TE, so why isn't it in the official releases yet?
    _Oh, and have this stat WITHOUT replacing SPD stat requirement!_
    In place, works in EE 2.7 (was added earlier I think).
    Issues: well the SPD and MAG stat requirement string is buggy in item and shop descriptions, but it functions correctly

    **Ability to do negative numbers in the stat bonuses on equipment instead of only positive.**
    Basically, how you can give stat bonuses while wearing an item, why can't you go into the negative? Like maybe have items like "cursed dagger" that is strong but drains your stats 5 points each? Or like I said, having a big suit of plate mail armor that cuts your SPD stat? It would add much more variety to equipment.

    **Make the item description window in-game useful (like show durability!).**
    This one might be more complex. Anyway, it seems to me the information given by the standard game is useless, besides the stat requirements. Otherwise, it doesn't even display the ATK or DEF of an item, nor it's durability! These are vital pieces of information that is important for most equipment! I've made it a habit myself to write in the short description, what the "Absorb" or "Damage" an item does, but that really should be displayed naturally in the item information window.

    **Be able to set the maximum amount per stack in a stackable item.**
    You know how on items you can set whether they are stackable or not? Well how about also being able to set a maximum amount per stack? Like you'd want the max possible with the engine for your money item, but what about potions or materials or things? Depending on their size it would be better to have maybe only stacks of 10 each (or whatevan the game creator deems ideal for their needs).

    _**Have more than one Class requirement for equipment.**
    I'm not sure what the best way would be for this, but atleast having two other class selections would be nice. For example, you have Warrior Only equipment, if you want to design and advanced class like Knight, they should be able to use that equipment as well. Also this would work well for those type of classes that are versatile, like maybe some Warrior weapons would be usable by a Rogue too._

    Ok, just some things that are needed in the standard model. If they are already entered in the new versions (that are never out), then disregard.
  8. Is there a limit on signature sizes?

    Because lately there's been a couple people whose signatures are as large as the page view (I'm at 1280x960 resolution also). So just wondering if there is any rules for size.
  9. Basically a map to test my tilesets. I do plan to add more details as soon as I make the tile-art for it!  :D

    [![](http://img.photobucket.com/albums/v400/annacomnena/gfx/th_map1-screen1.jpg)](http://img.photobucket.com/albums/v400/annacomnena/gfx/map1-screen1.jpg)
    (Click on the image for larger version.)

    Also, I really… REALLY wish the screenshot button would be fixed in-game. How long as it been since the GUI has been on the left side now? Since 4.50? Atleast? Why does the screenshot button still crop out the old right-side GUI?  (Makes it harder to get a map screenshot than it does to make the whole map, especially regarding scrolling-size maps!)  >:(
  10. 1\. What does SP do? I mean by default, I've noticed my character's SP be drained in a barebones game, what causes this drain? Is it Attacking? I'd like to know so I can fully control it with regards to skillcrafts.

    2\. Is there anyway to disable running? Or some way to limit it so people can't just run everywhere?

    3\. Ok, this is kind of a bug topic, but has anyone found a way to edit scrolling maps in the latest EE? I've tried "/refresh" and a few other commands, but the grid is always offset for me after x19 y14.  :(

    Additional:
    4\. Is it possible to have a static (non-moving) NPC that you can kill? I'm pretty sure you can, but how exactly?

    That's all for right now, thank you in advance for any assistance.
  11. From that "bombaytv" site. These are little ones I did that weren't related to Eclipse in any way.

    ["This is one f–-ed up movie."](http://www.grapheine.com/bombaytv/play_uk.php?id=1587233)
    :D
    ["I don't wanna talk about it!"](http://www.grapheine.com/bombaytv/play_uk.php?id=1587265)
    :P

    The two "Eclipse Chronicles" clips:
    [What will happen to the eBay seller?](http://www.grapheine.com/bombaytv/play_uk.php?id=1585468)
    [Will the Eclipse project survive?](http://www.grapheine.com/bombaytv/play_uk.php?id=1587177)
    :D
  12. Testing…

    signaturenature

    signature

    Hubbel Rubbel Candel coupel bubbel throwabel kibbel

    Ok, YEAH this forum has some crazy wordfilters. It changes "s i g n a t u r e" (without the space) into "signature", and "s i g" (again without spaces) into "sig". And it also changes all aspects of "l e" into "el".
    :|

    Makes no sense.  :oops:
  13. ![](http://img.photobucket.com/albums/v400/annacomnena/gfx/kayno-sprites-alt.png)

    It was requested on the previous boards so I figure I would repost it. Nothing big, just Kay-no's basic sprite bodies with a couple extra heads is all. Oh, it's in PNG format, you need to convert it to BMP and put it in your spritesheet yourself.
  14. Here is a (sample) tileset I'm currently working on, grassy and dark soil type of theme. First time trying slopes and elevations. Entirely self-created in photoshop, not used anything from other tilesets.

    ![](http://img.photobucket.com/albums/v400/annacomnena/gfx/hilltile-preview.jpg)

    Anything I should work on? Grass too blurry? Slope lines too cartoony? I'm not happy with how the north side slope has turned out, but I've been trying to think of a way to maintain the slope so I can more easily have walkabe areas up top and maintain a decent "block" tile space with the walkable area below. I'm confident when I begin working on rockfaces more I can alleviate that distortion some.
  15. Might be easier for some paperdoll aspects, to allow or disallow a particular gender from wearing a certain item. So like Either, Male, Female. I think this would be good to customize each character's avatar a bit more. Either that or have seperate spritesheets for items depending on gender or class, etc.

    Edit: Oh, also how about an option for class exclusion? Instead of putting in the classes that can use the item, how about an option to set a class and have an "all but this/these classes" option?

    Sorry if either of these have functionality already I'm just getting into the program myself. :oops:
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