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mrmiguu

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Everything posted by mrmiguu

  1. What kind of updates are "pondering" and "thinking"? What would this brand new event system be like? Anything like EO 2.3's?
  2. Nice update, Andiii. Also, PVO uses EO 2.0 as a base, so it runs using DX7. > gay bgm, ok graphics Haha, you're so funny!
  3. > Okay guys I know its going to need some work and I'm prepared for that. I think it's stupid that we probably have to start all show-off threads with this line. We shouldn't have to. It should be assumed. What's up with everyone and their small niche perspectives of how art should be lately? Get over yourselves a bit. Anyways, I really like your white character here. I think something about the contrast that you're using with the white guy works but not-so-much with the palette choice for the green armor. Maybe a slightly different color array of green would make the contrast appear less rigid? I don't know. I'd give it a shot, though! ;D
  4. Google, looking for an online multiplayer game-making machine my Freshman year in HS.
  5. Damn, Andiii! They look much better in motion.
  6. I really like the "solid"-ness to these graphics. Their boldness reminds of me of a blend of both Pokemon (mostly the palettes) and someone's off-hand paint project. They add-well to the subtle pre-school ambiance of the game. A bit uncanny. (Have I already said that in this thread? "Uncanny"?) _edit: turns out that I have…_
  7. > That's a silly reason, and I think you know that too. It probably _is_ just his reason, though. I can relate. He probably would have been overwhelmed with having a larger group of "school kids" that just got out and on vacation to up-and-test his game. I'm thinking this was the very first precautionary step to gauge whether or not his server can handle a few at a time. If so, then the next testing period might be rescheduled differently. But, like you're saying, he may very well have wanted more people to test and miscalculated on when to drop the Alpha phase. You're definitely right in that waiting a week or so longer would have benefited the size for his possible player base.
  8. I killed santa. It was good! **@Dr.House** I think your opinion is only valid in terms of personal preferences of playing style. I like side-scrollers to be RPG-oriented with some PvP action on the side. I'm sure if Zopto wanted a lobby game, he would have designed one. Also, you can always just have things neutralized for when you're fighting other players.
  9. I'm diggin' the new tile updates! They flow much better and look less cluttered.
  10. I really like the v1.1 character sprites. There's just _something_ about them…
  11. > Use ms paint for beginning, i just can't figure out/am to lazy to get how i can stop paint.net from blurring my pixelart. > > Otherwise-great program. What do you mean by blurring? Are you talking about when you try saving your work, or just making your pixel art larger? There's an aliasing toggle on the top tool bar. It shows a 'connect the dots' kind of thing with a line through them. The line is smooth when you've got anti-aliasing set on and jagged when you've got it off.
  12. I absolutely love when fantasy is mixed with off-kilter horror. This game's uncanny-ness is genius!
  13. Superb, Zopto! This is _really_ coming along…
  14. As I was reading this: > I know this topic is a bit old but I was just curious, would anyone play a game with graphics like these? If so I may make more but I've lost the tiles I made so I would have to start all over which isn't a big deal since these graphics are pretty easy to make. I was looking at this: ![](http://www.freemmorpgmaker.com/uploadfiles/6626cdc2a31027ef3e8b3850ce99b4ae.png) Even with poor/average-looking armature graphics like these, when used with a lot of detail, they look great! Sure, they're simplistic and too-easy-to-make. The important thing is content. If making easy tiles helps you push content of your game forward, DO IT! If adding more lazy graphics to your tilesheets helps your game feel fuller of content, DO IT! I really like the almost-sociological experiment you've proven here. More crappy pixel art > very small amounts of amazing pixel art. With your current method, you'll never feel intimidated in the same way someone creating a single tile that resembles a masterpiece would; you'll never worry about HAVING to follow-up your last work (which would require immense skill) with something better– you can simply just make something BETTER!
  15. [UPDATE] I noticed while working on my game, Pvolostica (which uses the latest PVO as a base engine), NPCs did not walk through platform tiles horizontally (they should be able to). Here's the EXTREMELY EASY fix for that: ![](http://mrmiguu.com/pv/tutorials/(modGameLogic)_(CanNpcMove)_npcs%2Bcant%2Bwalk%2Bthru%2Bplatform%2Btiles%2Bfix.PNG)
  16. I definitely remember this project… Excellent work (as always), Andii!i!i!i!i!i!
  17. > -snip- I left it like that because: 1. It's easy to build off of 2. I wouldn't want my game to necessarily have monsters jumping around and off ledges 3. Maple Story's monsters don't jump or chase you off ledges. That's the primary template
  18. mrmiguu

    Genesis2D

    > Wow lol, look at this: [http://www.devogeninteractive.com/g2dcomparison.htm](http://www.devogeninteractive.com/g2dcomparison.htm) Everything there is false. Literally, going through and reading the comparisons, any EO bashing seem imaginary.
  19. > ~~Add […] village mode please.~~ ~~What's village mode? I'll take you up on your ranged weapon request, though.~~ Nevermind, I understand what you mean. I don't customize this engine to cater to the people that use it; if I ever change or add things to it, it is to improve it inline with my own concept of how a side-scrolling engine should be done. I do not feel like coding some terrible range weapon system. It'll turn out awful. Plus, there are so many ways of doing it that I'm bound to get it wrong. I know that sounds like a cop-out, but it really should be up to the user/developer to add in their own custom systems. I know Maple Story, La Tale, and Ghost Online (now Soul Saver) all use entirely different ranged weapon systems but generally have the same concept for a side-scroller: jumping, falling, vertical climbing, and portals. This engine has all of those (yes, even ladders/climbing surfaces– try stacking platform tiles on top of each other and see).
  20. > **it is like it skip frames and it dont show full attack animation …** Do you have an example? You may have to adjust: ``` ' dynamic player animations Public Const FRAMES_STANDING As Byte = 4 Public Const FRAMES_WALKING As Byte = 4 Public Const FRAMES_RUNNING As Byte = 2 Public Const FRAMES_ATTACKING As Byte = 2
  21. [UPDATE] Version 1.1.4 is now available. This will most likely be the last PVOrigins release ever. I've fixed all major bugs (except for that map one; if you use EO at all, you've got it too) and minor bugs. I feel like the engine at its current state is definitely usable as a base for Lostica Online (my ORPG project made with Eclipse). This is what I had in mind from the beginning of development on this engine and it's what I have in mind right now. If anyone finds any bugs that are game-breaking, PLEASE REPORT THEM HERE OR PM ME! I want to get this thing stamped as officially final in terms of development. Download link: –----------------------------- [http://mrmiguu.com/pv/engine.htm](http://mrmiguu.com/pv/engine.htm) Mirror link: –----------------------------- [http://www.mediafire.com/?9x9eiz5nj26mcwa](http://www.mediafire.com/?9x9eiz5nj26mcwa)
  22. mrmiguu

    Genesis2D

    > […] _we are not doing anything as it isn't worth our time_. Your words speak for themselves. _Maturity_.
  23. mrmiguu

    Genesis2D

    'Can't believe he's still at it. I was away from these forums for a good year. I feel like I've had time to mature a bit since then (I'm only 21). Isn't Devo like a grown-ass man? What's he doing starting cat fights? I know there's always been tension between the two communities, but c'mon…
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