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Vortigem

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  1. I'm looking for a longtime partners; specifically a Programmer as well as a potential 2nd Artist to continue to build and develop Dawn of Light with me. The engine I am using is based on Eclipse Reborn. All of my tilesets and sprites are custom (and continually being updated as I go along). Inspiration(s) in Short: EverQuest (Environment), D&D (Standards), Ashen Empire (Crafting), Dragon Age: Origins (Story), Berserk Manga (Story). Concept: The player awakens injured at a refuge where they have been cared for and are led slowly as they explore, learning that they are part of an outlawed order. Historically the order was formed as a final attempt to suppress an undead, and demonic invasion after a tear in the realm opened a gateway to a spirit plane. The order was able to successfully close the planer rift by fighting its way into this spirit realm, forming a last stand and holding the swarm of demons off long enough for the arcane sorcerers to conjure a permanent barrier sealing the outer plane from this realm once again. Now outlawed with defamation, labeled a cult; the player must retrace their story and uncover truths and the fate of the lands as they are haunted by remnant spirits. Well known areas explored by the player change at random as they progress, from seemingly lush and colorful lively hood - to darkness seeping in, water turns to blood, ground turns to bodies of the dead, and said spirits continue to challenge the player as they develop.
  2. Some more work put into the interior. How am I looking so far, have I gone too dark with the floor?
  3. I like that a lot. With some minor coding, you could incorporate an ambient sound near the stations too, and then a sound effect for an item being crafted. The forge is next on my list after I get some doodads going to fill the room here. The fire would look good in constant animation with a glow, and then when animated in use it would be simple to animate a glowing piece of metal being hammered into shape.
  4. Thanks Mohenjo! Lol do it. I enjoy the way that the animations add a bit of fun to the process. I like to imagine a new player making their first few kills and seeing that they have materials to work with, and being able to craft those pieces into starter armor in a few simple steps without a huge learning curve, while crafting becomes eventually more advanced for quality.
  5. Just a small thing to share, I'm working on interiors for Dawn of Light now, which means crafting stations! I want them all to be animated so it's a bit of a process. Here is a video of my loom station in progress!
  6. Good evening! I've done some searching and I have found other posts with players looking for ways to change their player's class in game. I've found references to switches but I'm at a loss on how to get them to work without a good guide or video tut. I'm currently looking to handle class changes by doing a simple edit to the source if possible. My goal is that a player may approach any guild (by triggering an event) at any time to change their class by simply entering and accepting in dialogue. Example: Event Dialogue Example 2: Event Dialogue I'm currently creating a separate block under "Add Command" located in the image below for "Change Class" which would be triggered by "Show Choices": Example 3: Add Command Trouble is, I can't write code from scratch and I don't have a writer for my project yet. Does anyone have the time for guidance to help me get this to work? It's the next priority for Dawn of Light to get something close to a playable alpha together by early summer.
  7. I'm using a DX8 engine, based on CS:DE. This is an unsupported engine, though a learning experience for me. I have a few cool ideas I'd like to pixel for something like this and it seems like it would be an easy mod. Is there a tutorial out there for something like this or would anyone mind lending me a hand? Example: Playercharacter reaches 25% HP; Draw Animation #5 at Playercharacter.
  8. _**Images from 2006-2008:**_ ![](http://img166.imageshack.us/img166/2452/shop1zo5.gif) ![](http://img152.imageshack.us/img152/7396/96220601qa0.png) ![](http://img166.imageshack.us/img166/9721/55670131gd1.png) ![](http://img166.imageshack.us/img166/8265/11500456ld6.png) ![](http://img166.imageshack.us/img166/2627/60043875oi1.png) ![](http://img107.imageshack.us/img107/1853/53156649ex4.png) ![](http://img99.imageshack.us/img99/8615/73901720du0.png) ![](http://img519.imageshack.us/img519/8589/58601637jm4.png) ![](http://img50.imageshack.us/img50/7693/shorede4.gif) * _**Designing the Guild Keep:**_ [media]http://youtu.be/PjRx54o5nFM[/media] * _**Original Custom Paperdolls:**_ [media]http://www.myspace.com/video/vid/29891193[/media] * _**Exploring Shading:**_ ![](http://img149.imageshack.us/img149/6333/34261222pa3.png) _**Images from 2009-2011:**_ _**![](http://img378.imageshack.us/img378/2187/19582089id7.png)**_ _**![](http://img379.imageshack.us/img379/8749/new1ly2.png)**_ _**![](http://img145.imageshack.us/img145/7541/newhousedv1.png)**_ _**![](http://img524.imageshack.us/img524/841/showandtell.png)**_ _**![](http://img260.imageshack.us/img260/841/showandtell.png)**_ _**![](http://img24.imageshack.us/img24/6590/newimage1y.png)**_ _**Images from 2011-2012:**_ _**![](http://www.thedawnoflight.com/uploads/asd.png)**_ _**![](http://www.thedawnoflight.com/uploads/meincastle.png)**_ _**Images from 2013:**_ ![](http://s13.postimg.org/rznxri6jr/dol.png) Dawn of Light is still very much a WIP. I never created an official WIP thread because I was constantly finding new ways to develop my game and decided not to leak official screens until I was closer to a playable build. As you can see I had to do much of my work all over again several times over the years. I would like to thank everyone for their constructive criticism and continual support throughout all this time. This community has provided me with the resources and motivation to do what I love and that is to create a game, Dawn of Light is in a sense my flesh and blood - my imagination literally poured out into MS Paint, polished with GIMP and experimented into the various custom sources of Eclipse over the years. Cheers to you, Eclipse. It's been a wild ride.
  9. It appears I've answered my own question by trying an alternate search word. Future readers looking to do this same change can find the code for adjusting the image size can be found by search (DX8 Client): ``` Public Sub GDIRenderPaperdoll ```
  10. ![](http://s14.postimg.org/sstiigtgx/Untitled223_Copy_Copy.png) As you can see in the above picture, my paperdoll pic screen is displaying the paperdolls somewhere around x4 or larger in size. I'm trying to locate the code where I can display the images at x1 x2\. Is there something simple I am missing, because I can't find it.
  11. > Elevation, Elevation, Elevation! Every show-off thread of mapping is, most often, missing this! Elevation is what brings a world to life, I've never been anywhere in the wild in my entire life where it's totally flat within a 10 meter radius! Kansas. @OP looks real nice thus far. One of the things I might do is touch up some custom tiles, so that the trees in the open share the same shadow at the ground that the backdrop trees have. That will help the trees and grass tiles meet smoother.
  12. SEGA has the name to hype & sell a new console and compete well. Proper marketing and choosing the right hardware on the other hand would be what would make or break them.
  13. I have my doubts, and I'm a SEGA fan. I'll be the first in line to purchase new SEGA console(s) or hardware but the idea has been tossed, warped and faked more times than I can count. Let's not forget the history of mistakes SEGA of America had made in the past. Plus, why would SEGA make their big hardware come back in the mobile field when current Cellphones and IPads/tablets already meet the current demand. They would be just reinventing the wheel.
  14. I like where this is going. Looks sharp man.
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