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Vortigem

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Everything posted by Vortigem

  1. Vortigem

    Duckin' legs.

    Very well done, good form and definition. No suggestions.
  2. 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.
  3. > Please add the buff and debuff system ![^_^](http://www.touchofdeathforums.com/community/public/style_emoticons//happy.png) Cheers to that.
  4. 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.
  5. Cheers. I'm stoked that you are actively involved with this project!
  6. @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.
  7. Use sprites for models and just utilize the 3d environment: http://youtu.be/4re3tJ09rWk !
  8. @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.
  9. 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).
  10. 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.
  11. 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.
  12. ![](http://img201.imageshack.us/img201/636/hillshaveeyes.png)
  13. 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.
  14. What happened to Elder Empire?
  15. 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.
  16. Let's get this ball rolling!
  17. @Soc good on you, I enjoy the military.
  18. Belgium is a fine place! Soc, why don't you have two tags? Or is that just your choice of necklace?
  19. Stellar man; It's good stuff! Keep'em coming.
  20. I'm with the OP, I would use a solution for this situation as well.
  21. 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!
  22. I'm totally digging the colors you use.
  23. You don't need glittery tiles for a coding project, brah.
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