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Robin

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Everything posted by Robin

  1. @HailBlazR: > Or, while we're on the subject, do you ever see roads that are straight, and **parallel with the river?** No. Yes. I see one in particular every day as I take the train past it. Straight roads are quite common, in fact. Do you see straight rivers? Yes. They may meander a bit, but small lengths of it can be quite straight. If he were to make the maps on either side of it have the river meander a bit, it would be quite realistic.
  2. Robin

    Rayo's First Map

    @Soljah: > It could be a lake. Your a dumbass if you think lakes don't have tides. A tide is caused by movement, a lake is effected by wind as well as earth. Wind isn't in constant motion, so the force on the surface of the lake becomes 0, >0, 0, >0, 0, etc. Which causes a tide. xD If you're going to tell me what a tide is caused by, at least get it right. [http://en.wikipedia.org/wiki/Tide](http://en.wikipedia.org/wiki/Tide) @Anna: > Stating they are gas is the same as saying they are electric. You can't really tell. No, but you can have a very educated guess. Look at the context. Swords, bows + arrows, magic… Hey, they could be magic powered!
  3. The lighting system is terrible. A better thing to do would be to pre-render the lighting on the tiles.
  4. Robin

    Rayo's First Map

    Those lamps aren't electric. They're gas.
  5. Looks pretty impressive. I wouldn't mind walking around something like that.
  6. No, your game uses top-down sprites by Green Raven. The clue is in the title. **Top-down**. Classify your game however you want, but it's wrong. It's like my calling my next game an MMORPG simply because use has a server and a client.
  7. You need to stop being so defensive when people say its not a sidescroller. So what if it isn't? If the game is as solid as you say it is then I don't see how you could spend so much time defending it's style. It's not a sidescroller. Simple. Until you change the graphics to have a side view-point, it isn't one. Stop taking it so personally. It's not an insult to your game, I'm simply informing you that you're advertising false information. People here seem to take the title too literally. A sidescroller isn't called so because the map scrolls left and right. It's a sidescroller because the map scrolls (which you have) _and_ because the angle of the graphics are from the side. Hence the side, and the scoller of the title.
  8. @Blister: > Yeah sorry I somehow didn't quite manage to display the images.. for whatever reason oO > Atleast you can klick the links now. Because you're linking to a webpage with the images on, rather than a direct link to the image. You can only embed direct linked images with the image tags.
  9. Nice. Fancy posting the map, so we can see what you're on about? :] EDIT: Nevermind, you fixed the post. The maps are alright. Not much to crit really. They're fairly open and empty. Just stone walls with wooden flooring. I'll point out that the walls are different heights, though, and that when you're inside a building this leads us to believe the ceiling is terribly uneven, perhaps dangerously so xD
  10. @Chakkra: > You need to stop with your comments about sidescrollers. No one wants to hear you go on every forum and say that side scrolling games aren't sidescroller [*sigh* MrMiguu's Game]. OBVIOUSLY you don't know anything about the Eclipse engine. Your still stuck on that crappy Essence engine. You should do some research on the Eclipse engine before telling people that their games arent sidescroller. > > Good day, Chakkra @HailBlazR: > Thank you, Chakkra. > Thank you Miguu and Chakkra for your criticism. > > I can't do any better with these Eclipse tiles, Robin, so quit your b**ching about it. @Elder: > For the love of god why are you b**ching about that? It just pisses everybody off and makes people dislike you. Rofl. How was I b*tching? I'm explaining to you that it's not a sidescroller. It's trying to _emulate_ a sidescroller _style_ but it isn't a sidescroller. The programming or mapping of a game doesn't dictate whether it's a sidescroller or not, it's the perspective of the art. Let's have a quick google of 'side scroller' shall we? ![](http://dailypackage.fedorabook.com/uploads/2007-04-13-abe.png) ![](http://n-europe.com/games/castleds/4.jpg) ![](http://www.filecloud.com/img/sized/00/00/31/00003128.jpg) ![](http://static.flickr.com/110/315137942_b4dbaf1149_o.jpg) Now, let's go read up on good ol' wikipedia. [http://en.wikipedia.org/wiki/Side-scrolling_video_game](http://en.wikipedia.org/wiki/Side-scrolling_video_game) A side-scrolling game or side-scroller is a video game in which the gameplay action is viewed from a **side-view camera angle**, and the onscreen characters generally move from the left side of the screen to the right in order to reach their goals. These games make use of scrolling computer display technology. Now, how about you lot stop blindly arguing with me and trying to turn it into a personal flame war? No matter how much you shout at me, mapping in that style doesn't make a game a sidescroller, so go do some bloody research before making yourself look like retards xDDD As for the map, simply spinning stuff around doesn't make it look like a different dimension. Try inverting the colours of the tiles, as well as the character, or something instead. It looks more like an excuse for your terrible mapping than a serious map from a game. Oh, and if you're gonna make a game that's trying to copy the sidescrolling style, at least add a parallax, otherwise it just looks boring.
  11. Quest system? Using an editor is pretty limiting. Simply program in the different checks where needed in the source. For example, when talking to an NPC (If Eclipse has a talking system or some sort) go to the part where the conversation is initalised and add a quick case: ``` Select Case NpcNum Case 10 'Npc Number 10 If GetPlayerQuestFlag(index, 1) = 1 then 'Get the flag of quest number 1 playermsg index, "George: Hey, need some chickenz", cyan SetQuestFlag index, 1, 2 'the flag of quest number 1 to the second part elseif getplayerquestflag(index, 1) = 2 then If PlayerHasItem(index, 1) then 'if player has item number 1 (not sure of the syntax in eclipse) then... playermsg index, "George: Thanks for the chicnekz mate", cyan SetQuestFlag index, 1, 3' the flag is now set to 3, which in this case means the end of the quest end if end if ``` Which handles a very quick, hard-coded quest. With Eclipse's sadscript system though, you could easily turn it into a scriptable system. Now, go around and add these checks where you want different flags to occur. After an npc has been killed, or after a certain tile has been crossed etc. etc. Very simple, but very effective if you build up some custom additions to it.
  12. Robin

    GUI Experimenting

    It's the ASCII code of the pressed keyboard key. It's automatically logged by the ButtonDown subroutine in the form, so you just need to do a check against your desired VB key-code and write in what you want to happen.
  13. Robin

    GUI Experimenting

    Select Case KeyASCII Case vbKeyF1 CastSpell index, QuickSlot(1) Case vbKeyF2 CastSpell index, QuickSlot(2) etc. etc. Something like that. It's very simple. And yeah, the map is a rip from the original FF5. I haven't ripped enough tiles out to make any custom maps atm, and I need to begin work on creating some joining tiles to make the set seamless. I just really loved the concept of going over and under the same bridge and wanted to work it into the game ;D
  14. Robin

    GUI Experimenting

    Experimenting with GUI ideas. Also, showing off the kind of attributes we use for the bridge xD People can walk over + under at the same time. They're also in use in the lower and upper left to show off how to make a ledge without use of lop-sided blocks. ![](http://www.legendofmirage.com/images/lom-2.PNG) C&C for the graphical part? And what about the layout? Too over-loaded? It looks pretty heavy with the attributes all loaded up, but it seems to me to be fairly easy on the eyes during gameplay.
  15. It's impossible to get such a large amount of land completely bare. It's too straight as well. It's incredibly bad, I'm afraid. Go look up some references. ![](http://www.bmvbs.de/Bild/original_965813/Aerial-view-of-a-village.jpg) ![](http://www.co.orange.nc.us/soilwater/images/AerialPhoto_Farm.jpg) ![](http://gowerconservatives.com/portal/images/stories/Aerial%20View%20Port%20Eynon.jpg)
  16. Robin

    Rayo's First Map

    Last time I checked, the sea doesn't have lily pads growing in it. They grow in still water. And before you all say 'It could be a lake', lakes don't have beaches. Sand is created by the tide, lily pads wont grow in water which has a tide. Contradiction much? :D
  17. I think it needs a lot more than that. The upper body swings a lot when walking.
  18. @bashh: > well thanks guys, but im just gonna scrap it now, ive made a better one in my 2nd attempt..xD got some advice from robin, the master. How am I a master? >_> I've only been using Photoshop for a few pieces. If you need some help though, I know a thing or two so hit me up on msn: [email protected]
  19. Personally I dont walk without moving anything except the lower part of my leg. This is what happens when spriters are afraid to re-draw the sprite for different frames.
  20. 16bit. Because back then games were made to be fun, not just to look good.
  21. Robin

    Resized Logo

    Go get the .psd and remove the smaller text.
  22. Robin

    New style of Gui

    Went for a new, old-school, style of GUI. It's for a veeeery simple project which will be a simple game made with the new Mirage, but packed with a load of well-programming features which will make it fun :] ![](http://img229.imageshack.us/img229/171/pixel2copyxi3.png)
  23. Robin

    First Pixel Art

    Made my first piece of pixel art the other day, and I've been doing various things since. Just trying to sort out a style atm, and get some palettes sorted. Here's my first tile xD Sprite's are from FFTA for a mockup test. ![](http://i38.photobucket.com/albums/e112/Kite_Minase/Tile.png)
  24. Robin

    Login Screen

    ![](http://orpgcreation.com/essence/pictures/menu.png) The background scrolls as a parallax, and it's all alpha-blended in DX8\. What do you think? Improvements?
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