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Everything posted by Neeknog
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B6 has been a great experience so far, grats on release!
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Giving multiple Items back when crafting?
Neeknog replied to Neeknog's question in Questions & Answers
aha, now im starting to understand what is said. I was very lost before. This would work with the crafting tables? -
Amazing job to all entities who have assisted in this great engine. We all give you mucho love!
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Giving multiple Items back when crafting?
Neeknog replied to Neeknog's question in Questions & Answers
Ok, I wouldn't want to event it because it would be the only crafting station without showing the recipes and such and I do enjoy consistency. I could have sworn it was in inersect because I used to require it in v3 or something and then it must have been removed. @Khaikaa im not exactly sure what you mean, this could work with crafting tables? -
I thought you used to be able to give more than one item back from crafting? Is this no longer possible? I used to require the player to have a smith's mold while crafting bars at a furnace, so the crafting table would take your ore and smith's mold. Then return you with a bar and the smith's mold back in your inventory.
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So I guess im going to start remapping before I get my self into a huge mess.
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yea, I guess it would be wise fore me to just make some tree border tiles.... That's a lot of remapping though.. My biggest shame is using events to call a simple animation, i feel bad when I do it. Because I know how heavy events can lag the game so I get disgusted with my self when I do it. But noral animations can not be blocked...
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@Dashplant you use the tree resource as borders?
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So an event running an animation takes more memory than an animation attribute? My problem with this is that you cant make a animation attribute solid, players can walk through them. Also I use My Tree resources to create huge borders that dictate where the player goes throughout the world. Is this a terrible idea?
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During the impact.
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Let's Nuke it
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looking good hear, the animations are smooth and on point. Looks like some of them aren't really talking though.
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Sharing My Music and Sound FX - Over 2000 Tracks
Neeknog replied to Eric Matyas's topic in Resources
Some great music here, am going to use a few songs for my project. Great work Eric! -
Your animation can be any dynamic size you choose, but each animation needs to be contained in the same size area. So if your animation is 32x32 then you need to contain each frame of the animation is a 32x32 box. If there splitting in correctly your not staying within the size frame you chose. So lets say you have a 4 frame animation, you select 4 frames in the animation editor and the engine divides your image by four and animates it this way.
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I created the bug report, thanks!
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hmm interesting, because you would assume create an event that has a random move path would be some sort of person or npc.. so it should follow these rules. thanks.
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Hey I figured I would use events with a sprite for the image to making a moving npc that gave quests to players. I ran into a bit of a problem, the quest giver goes into areas that should not be able to be walked on my npcs. Is there another way to go about this sense the events that move do not avoid the npc avoid attribute? My houses are all open roof on the same map as the world. MY doors are not block attributed, they are little animations that open as the players walk through them. So i need the doors to have npc avoid on them to keep them in.
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Super Great Work.
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I enjoy the old feel and nostalgia this brings me. Though from a dev point of view, it looks like your mixing tilesets and there not meshing wonderfully. Also the ui needs much improvement (particularly the buttons and sky bg).
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You want it to be a combat npc? If you make an npc with an event, you can make the npc show an animation of casting a spell or wand or something and then teleport the player. If you want it to happen with combat then idk.
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Story Today I did this on my project...
Neeknog replied to SkywardRiver's topic in Design & Creativity
Starting to have a world come together here. -
Story Today I did this on my project...
Neeknog replied to SkywardRiver's topic in Design & Creativity
Starting to work on the entrance to my pvp area. -
Graphics Please rate my original graphics!
Neeknog replied to mateusfar's topic in Design & Creativity
Seems like all the outlines are consistent in size, was the image updated? Edit: Oh i see the bricks on the house now..
