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Vortigem

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Everything posted by Vortigem

  1. Hey Gwen! Haven't heard from you in ages. How's life :) Basic training really isn't so terrible. By the end of it your drill sergeant is almost protective of you like you are his kids.
  2. Actually this was a training scenario following SERE aka survival training, I fly on C-5's. Did you change your forum name from another previously? I haven't decided whether to go career or not yet, but it's certainly given me a wealth of experience over the past year and a half.
  3. @Erwin: > Who are you on the picture? On the ground, grasping the forest penetrator.
  4. ![](http://img703.imageshack.us/img703/1443/helo.jpg)
  5. They had a photographer at this years squadron Christmas party. He caught me enjoying my scotch.
  6. ![](http://img209.imageshack.us/img209/6749/newpic111.jpg) Cheers
  7. ![](http://img202.imageshack.us/img202/8545/vortigem.jpg) ![](http://img843.imageshack.us/img843/9437/vortigem2.jpg) ![](http://img109.imageshack.us/img109/664/usafl.jpg)
  8. The majority of you are probably not familiar with my project, however to those of you that are and to those of you that have interest in Dawn of Light, I have some news to share with you. Dawn of Light now has an official programmer on the team! Ambientiger (creator of the Cerberus Engine) and I have formed a partnership to finally begin work creating a core base for DoL. Ambient shares my vision for DoL, and continues to show unmatched dedication to the project. Sharing ideas, reviewing plans and working together, development has already gone underway to begin customizing an engine. Among many ambitious goals (most of which I will not mention at this time) the one I am most proud of is our new sprite base. The sprite sheet is expanding from 12 frames, to 32 frames to include sitting and standing stances, idle animations and smoother frame transitions. As you may be familiar with my previous work, Paperdoll will of course be included. Further information can soon be found at the Dawn of Light website found within my signature. An exciting new era for Dawn of Light indeed. Regards, _Vortigem_ P.S. Thank you all for your opinions, suggestions and support for Dawn of Light. It is because of you that one day these ideas, paper sketches and notes may become a reality.
  9. @V-Rage: > yay DoL is back! Damn straight V-Rage :icon_beer: @omegas7: > You use MS paint? They look awesome! Thanks mate ;) Alright, here is an update. I added Tall Grass to the base of some trees and the houses to try giving the tiles a better blend. I also re-drew the trees however I'm still not satisfied with them and considering how I can re-work them. Further more I also completed a well and flag(s). (the flags will be used to mark which faction of players own specific towns, castles etc.) ![](http://img24.imageshack.us/img24/6590/newimage1y.png)
  10. I do agree that the fat tree needs work. As a matter of fact I'm still working on trees and could use some suggestions on improving them. ![](http://img260.imageshack.us/img260/841/showandtell.png) Above is an image of a new base tree I'm working on. I'm fairly content with the trunk, however I cant seem to get the tree top/leaves to connect well with the trunk. Further more, I still have to add shadow/shading and I'm not sure if the tree has been drawn at the proper angle for DoL. Grrr I hate doing trees more than anything. Any suggestions?
  11. @Hippoman: > great. > > 8/10 @Crimson: > 8/10 > > It's good to see people developing their own tiles. I appreciate your willingness to rate my work, but this is just a development thread. Nothing is complete yet. I'm looking more for constructive criticism or suggestions on improving details.
  12. @[SB: > [UK?] Gizmo link=topic=42820.msg429161#msg429161 date=1240044539] > They look awsome, I really like how there alot smaller than normal graphics. They give more room for stuff to do. Exactly! Now take into consideration that DoL will be using scrolling maps. Not only will I have plenty of room to work with for creating lush environments, but the more room I have to work with, the more room players have to play, and more room for players means more room for large scale raids & territorial conflicts between players. Booyah.
  13. Ah, alright then I know what you mean. That tree will be a more rare tree in the game, the fat trunk is intended for a slight fantasy feel. I have typical trees in development as we speak.
  14. @[SB: > Rithy58 link=topic=42820.msg428788#msg428788 date=1240001519] > A little dark but okay. > The sprites and tiles went together really well and they're really good. > > Sincerely, > Rithy The darker colors are intended, as DoL is being geared towards a dark, mature atmosphere. (which is very difficult to do in MS Paint hehe) @[ILLI: > BlahBlah[DDunit] link=topic=42820.msg428792#msg428792 date=1240002019] > That tree looks squashed, same thing with the stump, apart from that it's VERY good Could you better describe the squash? I'm not quite sure I'm seeing it as 'squashed'.
  15. I'm back to work on Dawn of Light's art once again. Just recently I completed the dirt tiles and decided to throw together a quick example map of my tile set in use. ![](http://img524.imageshack.us/img524/841/showandtell.png) The light grass is also new. Thoughts so far?
  16. Making Out < Foreplay :P
  17. @‡ƒorce‡DDunit‡: > Looks good. The tree trunk is a bit over-sized though :| No worries, when I drew the tree I had it in mind as my "Fat Tree" one of those few trees in the forest you'll find that are larger than normal. @Kreator: > I'm sure your aware by now Vortigem, but in case you aren't I'll help you understand the main issue in the first version of the house. > > Notice the roof's perspective is directly overheard. If you were to be standing directly above the house and looked down, that is what the roof would look like. Compare this with the rest of the objects in the mockup, and you will notice the perspective is inconsistent. You would not be able to see the house walls if you were looking directly down at the house. Lol yeah I knew about it ^_^ I spent hours upon hours developing a decent roof/shingle tile, and when I finally had it I was burned out and tried to cheat the roof, which obviously wasn't the best outcome lol. Here is the corrected version of the house, pre-shade & shadow: ![](http://img147.imageshack.us/img147/7868/newhouseet2.png) Any additional details needed other than shade and shadow? ******UPDATE****** Eureka! Intersecting House Tiles: ![](http://img145.imageshack.us/img145/7541/newhousedv1.png)
  18. @Niko: > Shading is for sure needed, maybe its just the lack of shading but their needs to be some way to differentiate the two sides. Maybe a post thing down the middle or maybe a thicker roof tile in the middle or maybe simply shading. Not sure. I know exactly what you mean. Will update the image later and we'll see if its any better :D
  19. Awesome, thank you both :) Now that I know this is the design I want to stick with, I''ll continue working on further angles, followed by shadow & shading. I'm also sketching out vegetation & objects to outline the house, giving the tiles a better blend effect.
  20. Alright then! Here is my current re-design. I decided to lean back towards my original house models however I think this is a substantial improvement. What are your thoughts? ![](http://img520.imageshack.us/img520/2665/newhouseep7.png)
  21. @Mokona: > Lulz. > Spike's is wtfcomi**X** Not according to his web address, forum posts and the actual name of this thread. Lets also take a brief moment to consider how original "wtfcomi**x**" would be in comparison.
  22. @Spike: > 1\. wtf? > 2\. really? > 3\. there goes my copyright idea… Lol yep. Here is a link for you bud: [www.wtfcomics.com](http://www.s214135040.onlinehome.us/) (I rather enjoy wtf comics)
  23. There is already a WTF Comics. They've been around throughout the majority of EverQuest's lifespan. Why take names?
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