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Kibbelz

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Everything posted by Kibbelz

  1. Looks great
  2. The api will be included in B5 however it will be an early version of it so very limited, it will be improved on at each subsequent release.
  3. Its because I mix between two grass layers. I fill the ground with a default grass (the short grass) Then I have patches of longer grass on top of the short grass. Randomising grass is not the solution here, just make best use of different shades of grass autotiles. Keep it simple
  4. Right so there are two types of people who steal graphics. Type one: kiddies, anything they make with your graphics will never amount to anything. If you need to steal other peoples graphics to make a game your game will be bad anyway. Type two: people who will actually rip them and do somthing with them. Trust me, if someone really wanted your graphics they could get them anyway either via decryption or directly ripping them from your game. This is the type of person to be worried about. There is very little you can do to counter act these types of people except for legal action. So in the grand scheme of things encryption is nice but doesnt really do all that. I think @panda decrypted lifeforges graphics in under 10 minutes just to prove a point as to why encrypting graphics wont stop these kinds of people. ( all be it their encryption algorithm was extremely simple). Right now it doesn't warrent development time and you all would want unique encryptions for your games anyway since you wouldn't want the encryption algorithm open source for all to see! So definitely somthing to persue on your own lads!
  5. There are already dash spells in the spell editor. If you really want to do move routes you should have an invisible event on the specific map that autoruns with a condition. I really don't see much point to this request as its bad practice to have move routes to a player if you dont know where they will be when the common event is triggered. Due to the nature of how common events work and are integrated it would probably take a lot of time for somthing so niche and bad practice. If you really want this wait until source as I cannot validate the reason to add it to our list of things to do which ultimately just delays source even more at this point. Myself and @jcsnider are deliberately not implementing features unless they are a necessity at this point in time otherwise we'll still be saying "source out soon tm" in 2030. (One of the many reasons why it keeps taking so long in the first place)
  6. I'm at work so I can't give you a full in detail review but one thing that stood out to me from a quick glance was the fact that your cliff height is not consistent. You have places, especially between connecting the top right and top middle map where the cliff is extremely high then suddenly drops. This breaks the illusion of depth and makes it look horrible. Always keep the amount of tiles in height of the same cliff consistent. By all means have different heights of different unconnected cliffs, I highly encourage it! Just remember when working with cliffs, count tiles in height always I'm impressed by how much you've improved Jamie. I personally would add more dirt paths showing direction, especially between the houses since its a settlement! There are some mapping bugs though, especially during transition between two maps. Look at the bottom of the middle two maps. The grass gets cut off by water and there is even a half cut tree. When you play through it ingame it will stick out like a saw thumb even though its not easily noticeable when working on 1 map at a time. Always check map transitions are fluid and nothing gets cut off!
  7. My current designs with maps mostly soley revolve guiding the player to where you want them to go. Especially the over world. I do this by incorporating pathways (See Nightmare for examples on this). The major flaw with this map design is that everything is too condensed together so I cannot make a pathway to show a sense of direction to where the player is going or could be going. A player who is lost and has no idea what to do will give up very quickly and quit your game. I found that out during the Nightmare alpha. I think the biggest thing that separates good mappers from bad is always depth, no matter how much detail you add to your map without any depth everything looks flat as paper.
  8. Holy moly I remember this map. Blast from the very distant past. It is certainly a very good example of how to make a detailed map with very few assets. This is quite bad by my current standards but certainly a good example.
  9. Its worth noting I added tab to auto target the closest enemy months ago for B5.
  10. Not possible right now, you could do it with events for each tile however it would be incredibly inefficient.
  11. @Gibier its 100% worth this. Im looking forward to it!
  12. Just what we thought from the broken english via google translate. Go nuts guys!
  13. Make a game with them, sad to see them go to waste
  14. Hi, @Damian666 just discovered some NPC assets. They appear to be free to use commercially and all the creator wants is credit. Not 100% sure due to google translate doesn't do the best translation. It would be nice if a user who speaks the Japanese could translate and confirm the licensing for us! Anyway, here they are: http://dotrpg.blog.fc2.com/blog-category-12.html
  15. This for a project in particular @Zetasis?
  16. I'm at work right now but I'd love to try it, (dunno if its available yet to the public)
  17. Certainly an original concept! I think the graphics needs a bit of a polish up, they look a miss match of assets! Try using the same style of assets! Best of luck, -Kibz
  18. For me to join there would have to be one fat paycheck
  19. Looks a lot better! I wonder if you will have an english release?
  20. I'm not @jcsnider however my voice is as equally valid to answer this question. Sure in an ideal world this would be a nice bandage fix however taking the time and effort to develop this will only delay the open source release (soon tm). Which ideally is what everyone wants. So this will not be happening unfortunately.
  21. Definitely a unique industry to be working in! I assume you get free weed anyway welcome to the forum and best of luck with your project. Looks good so far
  22. Yeah this would be really epic
  23. Looks pretty good
  24. I love it but I'm not sold on the fonts, I find it hard to distinguish certain characters. At first I read bag as bog xD.
  25. I like that you have a lot of content, however I feel your maps are very plain and empty. Best of luck
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