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Everything posted by Vortigem
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Very well done, good form and definition. No suggestions.
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3 frame movement is nice, but honestly what will really spark my interest is another attack frame. Either A: Attack has an additional frame to smooth movements or B: An additional attack frame is added, seperate from the normal and specifically used for critical attacks, so melee isn't so repetitive.
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> Please add the buff and debuff system ![^_^](http://www.touchofdeathforums.com/community/public/style_emoticons//happy.png) Cheers to that.
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I'm close to a point where a Closed-Alpha testing stage would be conceivable, however Ill not have a solid deadline until I have a programmer to coordinate with, specifically for tweaking the combat system and administering select changes that will allow me to improve the environments.
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Cheers. I'm stoked that you are actively involved with this project!
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@Likestodraw: > The shadow over the water could be made better, but I like it so far. Yeah this seems to be an agreement. When I begin utilizing the DX8 source I'll look to improve all shadow quality. @Murdoc: You sir, are a good man.
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Use sprites for models and just utilize the 3d environment: http://youtu.be/4re3tJ09rWk !
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@JeffSventora: > Well you could use the same shadows, just add some transparency to them. Cheap trick :p Oh, oh my. This is going to be delightful.
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My upgraded source would support DX8, however I'm not sure how getting the trees to present a shadow would work. (specifically shaped shadows, not just a blur of circles).
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Here is a link to a Dawn of Light forum post back in 2008: http://www.touchofdeathforums.com/smf2/index.php/topic,22863.msg187248.html#msg187248 Some changes eh? There isn't much I can do about the shadows over the water at this time, I find it okay but I would also prefer a different method. After I get my hands on the appropriate source with animations I'll look at making the shadow ripple with the water. In the mean time it will have to suffice, I feel that the shadows I've drawn add to the environment; albeit very pixeled.
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Cheers. I've been redrawing a lot of tiles from scratch, sprites as well. I have an arsenal of paperdolls now and once the ship is complete I'll share some ocean adventures.
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![](http://img201.imageshack.us/img201/636/hillshaveeyes.png)
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Shame. In any case, your new tiles are looking good, however the style seems like its still being developed. ie: the cliff vs tree trunk vs the giant jar/pot. They seem inconsistent with each other but its a step in the right direction.
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What happened to Elder Empire?
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Good man! Exactly what I was hoping for, now If I just had Mask & Fringe Layers 3, & animated tiles I would be gold developing environments. I'll start looking for bugs today.
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Let's get this ball rolling!
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@Soc good on you, I enjoy the military.
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Belgium is a fine place! Soc, why don't you have two tags? Or is that just your choice of necklace?
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Stellar man; It's good stuff! Keep'em coming.
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I'm with the OP, I would use a solution for this situation as well.
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Is blowing my mind. I have to place an NPC's damage to 100+ to see any at all. I currently have a beginner NPC (level1) set to deal 200 damage and he is hitting anywhere between 11 and 70+ something damage. Is there any easy change for this or can someone point me in the right direction for doing the source work. I want a Level1 NPC hitting for between 1 and 4 damage or so. Thanks!
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I'm totally digging the colors you use.
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You don't need glittery tiles for a coding project, brah.