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Owellow

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  1. It's a legit setup, but nothing crazy. I've actually upgraded quite a bit since this stuff was done. Looking forward to doing more. Just average XLR Dynamic -> Pop filter -> mixer -> out. Minor post production.
  2. No shit! Nice find. That's def not in the first page of any google phrases I've tried.
  3. Whoa whoa, one day at a time.
  4. Yeah dude, I wasn't pretending to be something crazy. I mean, I'm posting resources on an obscure 2d MMO forum. I've done stuff for a few games and animations, and I really enjoy it. Just putting a few files up here for use, and making a slot where I can post more. Not at all opposed to criticism and opinions, because you're right, a fraction of those definitely hold some truths to learn from! peace
  5. Haha, I'm not trying to break down any barriers or change the world dude. Just trying to have fun. Thanks for your input, criticism is always welcome my way.
  6. Hello friends. I have a lot of fun doing voice stuff. I plan to make more, but for now, here are some generic phrases and examples. I love to do custom stuff. If you need anything, hit me up. Peace. Generic Phrases Examples: https://www.dropbox.com/s/93ase5mkalqrpc7/OwellowVoiceExample1.mp3 Generic Male Pack .RAR: https://www.dropbox.com/s/1dkq8bpwy6bkz16/OwellowVO1.rar
  7. Yeah man this is easy... Your NPCs are not NPCs.. they are people. Or creatures, or whatever. Don't ever ever make a PC get in a deep convo with an NPC if you haven't thought about what their house looks like, what they act like when they wake up, what their favorite color is, how they feel about people knocking on the door unannounced.. You have to imagine what this being is. After that, dialog options/responses/twists will become super easy. The easiest way to do this is base them off a character that already exists. Someone you know in real life, a character in a movie, etc. Ideas are made of other ideas. If you're at the point where you're making an MMORPG, you have an imagination. Don't give it boundaries. peace!
  8. Howdy, Is the built-in resource editor basically just for convenience Vs making events? Does it do anything I might not be aware of? Can I add tools in config with no problems? Just looking for any neat info on this feature.
  9. Thanks guys, much appreciated. Just wanted to make sure before I had to rename a bunch of stuff later. peace!
  10. I noticed tilesets are named 1,2,3.. and if you mess with that, things can get wonky. My question is... do any other resource filenames have to follow any sort of numerical/sequential order? Is there anything neat or weird about naming files that isn't obvious? Do the tilesets even have to be 1,2,3... or am I doing something wrong? peace and thanks!
  11. There's some pretty good mapping info on the forum, I'll include links at the bottom. Mapping with systems like this has an easy learning curve if you put in the time. It's all about getting in there and tinkering. Anywho, I'll answer one of your questions, and then briefly explain layers. Invisible barriers are simple, you just click the Attributes tab in the editor, select 'Blocked', and place the square wherever you don't want PCs to go. There's other ways to do this, but this is the simplest. Mapping layers work like this: Ground layer is your foundation. Usually no transparency in the source images. Grass, dirt, water, etc.. You then build up from there, using Mask 1 for details, some people put buildings (or parts of buildings) in this layer, tree bases and trunks, other tall object bases, flowers, rocks, etc. Mask 2 is detail on top of detail... stick some mold on that rock. Fringe 1 and 2 work the same way, but the PC will appear BEHIND non-transparent objects in this layer. e.g. tops of trees, center of bridges, tops of signs and fences, etc. If you put the time in... mapping, to me at least, is the simplest and least daunting obstacle to tackle when creating something from the ground up. I see this is your first post.. which makes sense that this is what you're most concerned about. Be sure to check out the guides and feel free to shoot me a message with any questions. I've included some links to things you may find useful. peace and good luck.
  12. If I start building a game now, in 1.9, do you foresee a scenario where I would have to redo a ton (or all) of stuff after updating to a future release? Beta/final/etc.. thanks!
  13. Awesome, thanks for the info!
  14. Thanks. Yeah, I know how to work around the issue if need be, was just wondering if there was a need to. So, you MUST use the 4x4 128x192 for entities?
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