Fabzy
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Posts posted by Fabzy
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I did get lazy yer, the disadvantage of making 1 template for auto tiles and using it for all of them :P
Update on my tileset with sprites :)
C&C welcome
**These cannot be used without my permission, pm me about them**
![](http://i1363.photobucket.com/albums/r713/fab19901/showoff_zps892ebf60.png) -
> A small new by the way… SMMOBox going Open-Source slowly but surely ;)
is that for next release ?
> The UI Editor interact with them directly but do not change your picture files, he only try to adapt it.
i dont really understand this, can you word it any other way please ? -
how do you equip the ammo in this engine, trying to use the bow and it just says no ammo, hmmm
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Vb6
in Discussion
anyone know were i can get a free download of this, a torrent maybe or even want to send me the file if they have it ? -
any news on next update ?
a few things:
-can the ui editor change the ui out of the main game and change the images used for the ui or is that a matter of just changing the gfx file ?
-will more work be done on translating the engine more effectively ?
-is there anyway for the ranged animations to travel to the target npc faster as i find the damage hits the target befor the arrow reaches.
ps. this runs fine on my computer -
Thanks for replys guys,
This is the tile set to accompany the sprite:
the mountains are far from done obviously along along with the water/waterfall, all tiled and works correctly in eclipse engine (autoiles etc)
![](http://i1363.photobucket.com/albums/r713/fab19901/showoff2_zps5f35639e.png) -
Sprite for my upcoming tileset im currently making c&c are welcome as i would like to improve them.
Also what version do you prefer, the bigger head or smaller head
![](http://i1363.photobucket.com/albums/r713/fab19901/showoff1_zpsd443b8a0.png)
i prefer the smaller head sprite
Sprite for my upcoming tileset c&c please
in Show Off
Posted
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> -The tileset could really benefit from some darker colors included in the mix. Especially since you already have a dark grass and people outline, dark dirt details, dark windows, and dark cave. Consistency matters!
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> -I suggest adding some highlights and shadows. It could really make things pop without needing to change your palette. Remember: If the lightsource is coming from above, then things perpendicular to the ground get less light than things parallel to the ground. So a cliffside would be darker than dirt!
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> -Avoid mirroring to cheat on details. i.e. the tree foliage
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> -In a natural world, the grass would reach the edge of the cliffside, not stop a tile before the edge.
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> -Your cliffside would probably look more natural if - instead of dividing the rocky wall into 4 rows/layers - you randomized it a bit. When making cliff walls I usually place rocks at random and "fill in" the empty spaces. Right now the cliff looks too grid-like imo.
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> -Caves don't instantly turn pitch black when they begin. :P A little light creeps in and they fade to black. Either way the transition should be a little less harsh.
Thanks for the advice, ill take it into consideration next time :)
trying to get more quantity out at the moment so i have something to play with then i can do the final touch ups which ill try get all them pieces of advice into :)