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Everything posted by WereAlpaca
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Palette from the first and pixel work from the second!
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Thank you! I missed that part.
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I've caught wind that the editor will live update to the client, I'm just wondering... is it possible to have changes in resources to automatically show in the editor and client as well? Ex: I change the hue of all my trees to red, then the peoples in-game and in-editor will see the change after a certain amount of ticks/loading is done. Cheers!
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I would love to see offsets for paperdolls to combat this issue. The colliding would still be handled by the original 32x32 tile on the player, but allow for paperdolls to be larger. I believe a system that uses a center would take control from the developer and dump it on the artist - therefore involving more out of program development. I think Sky has all the logic sorted out that he may be able to send your way, unsure of that though. Ex. Player is 32x32 & paperdoll is 36x36 then creator input is offset.x = 2 & offset.y = 2 Instead of having a centering calculation that is something like: ((player.xy-paperdol.xy) / 2 = offset.xy) just put the offset.x & offset.y in the equipement options. Maybe even allow negative integers for smaller paperdolls and advanced developers? Not sure if this is a decent idea, but just wanted to share my thoughts. If offsets are added then there will need to be a tutorial made for ease of use, at least I think so Anyways, cheers! Edit: My example is riding on the paperdoll being centered in the 36x36, and the entire concept of inputting offsets is to avoid centering every paperdoll, and allowing maximum customisation.
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Graphics Working Logo: Trip Film
WereAlpaca replied to JimineyWhiskers's topic in Design & Creativity
Been watching this thread, like the first logo but not in love. Would like to see the cityscape idea incorporated! Not a big fan of the layered square kind of vague logo - but absolutely LOVE the head/mind logo! Awesome work so far, cheers! -
I will gladly voice for a character or two! I have a professional compression mic and a digital input device. I've always wanted to get some experience, and will try out a few lines for you. I'm 21 y/o male, can do deeper voices, boyish if required, and up to try all of the casting lines. Pvt message me your skype, and I'll give you a call. Look forward to it, cheers!
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There are so many possibilities to this post... please be more specific next time! Anyways, after rounding up every possible question here is: Not enough control: Any cliffs middle tile has to be selectable. Unlike most autotiles, the cliffs behaviour needs to be adjusted accurately, depending on the scene that's being created. So it's merely a limit of not being able to fine tune it with the middle tiles after the autotiling has done its business. Middle tiles can be used to give the impression of connecting walls, this is important control to have once your cliffs start having multiple platforms - and can't be left upto a systems autotile. Using the tool: When using the cliff tool, simply make sure the vertical tiles are selected. Create the desired size of cliff in the game, then use the normal autotile feature for the tops of the cliff. Using cliffs well: I think his original question is more leaning on using cliffs in a nice looking way, and it's not easy to explain without creating an entire tutorial. I would suggest using youtube and google to thoroughly understand how to design maps using cliff tiles.
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Very cool interpretation! I snipped it so people can read your post for it You suggestion is great, and I will definitely keep that in mind for next time. Your suggestion encompasses one of the biggest points I was trying to make. Listen to others and not only accept their thoughts, but use them to better yourself! I appreciate the fact that you took the time. Cheers.
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lel thanks. No one to proof read so there's bound to be mistakes xD
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Short summary at the bottom for those that don't want to wade through this flooded bucket. I did say it would be odd. 000000000000000000000000000 DO WATCH critters CRAWLING: An incredible person landed so far down, they immediately started to fall further - at a rate that exponentially festered, landing them in a cycle that is hard to escape. This is simply my understanding of another individual. "Once you break off, accidentally drop, let go of, or forcefully lose the foot holds of a ladder, it becomes very difficult to climb. Many things can break a ladder. Although, it might be possible a broken ladder leads to a stronger step taken." - Maybe Me? Paraphrase Common Wisdom - "The stresses people face are all very different, and the way individuals deal with those stresses vary massively." vVv I have heard this many times throughout my life, but I've mostly focused on how each person deals with their stress. So now I stop myself sometimes, and think... v---------------- about all of the different questions I can ask about stress. Is it worth comparing how stressful events affect different people? Is it worth comparing how stress is affected by several simpler factors? What seems to be absolutely required for stress to be unbearable? I often think about this and I have consistently found things that can be let go of. ____________ By thinking about the lives of all people, and seeing precisely how they walk, you may stumble into interesting personal discoveries. It could be a question you've never asked yourself, or even a simple method for doing something. Developing yourself through a web of critical and creative thinking, will truly brighten your spirit. 000000000000000000000000000 become THE Skies TIDE TO FLOW: The sky is thought about in different ways everyday, and it has been the inspiration for many things. It's incredible how an individuals thoughts about the sky could interact with another persons ideas and actions. ~~~~ By finding something that you can build upon, you now have a sky that you can show to others. Your something does not have to be impressive or perfect, it just has to be something that you put time into. | | Asking for and accepting the thoughts of others will allow your ideas and actions to go places that eventually inspire, surprise, or spark you. These moments are where passions come to grow. I truly believe - this mentality - is what builds ideas that are leaps away from anything currently structured. [ 9 ] Whenever I've felt something in my chest, I have pushed towards that feeling as hard as I could. I have spent most of my life misguiding myself into thinking this is how you break through your own limitations and respect your passions. I'm starting to understand that you simply need to enjoy yourself. When you're stuck on a tough problem, or need a little boost - reach out to someone and ask their thoughts and opinions on it. Chest feelings are irrelevant without longevity. Lean on others and use their thoughts to push you forward. Help the world grow by providing another unique viewpoint. Embrace ideas and actions. Everything will start moving again. 000000000000000000000000000 ENERGETICALLY CAST LOST LIGHTS Simply bring activities into your life that you enjoyed in the past. Understand why it was important to you, and look for those enjoyable aspects in various things throughout your experiences. You could work towards progressing those old activities, starting with the very fundamental mechanics. With established mechanics and a deep understanding of why the gears turn, you can begin to frame the mechanics with different outlets, styles, power, and form. Formally introduce your past to others, while adding more to your future. 000000000000000000000000000 Always... all of these THINGS? No, these are my things. Do what you feel is right, and encourage yourself to push boundaries. Relish shared thoughts. Anyways, these words have all been a thing that I have created, and are heavily held back by my limited experiences. Yet, it's something that now exists in this world. Contemplate your own concepts, perspectives, and opinions. Really analyze how you think about things, and why you do you. 0000000000000000000000000000 DO WATCH critters CRAWLING become THEE Skies TIDE TO FLOW ENERGETICALLY CAST LOST LIGHTS Always... all of these THINGS? VVVVVVVVVVVVVVVVVVVVVVVVVV Watch and learn from every unique individual. I want to see exactly how they walk through life. -- Fully surrounded with things that can be contributed to, while finding the things to pursue. My limitations are different than theirs, how do they percieve this, will they be brave and tell? -- Don't underestimate how valuable memories can be, bring old activities back to life in new forms. -- I have a perspective, and I'll gladly share it. These are all of my things, what are yours? So. Creating multiple representations of the same concept is a true challenge, and I only did a poem, preach, and summary. One natural form of thought is easy for most to handle, but trying to tie multiple things together can be overwhelming for a person thinking alone. Embrance everyones natural form of thought, and allow it to broaden your horizons. Cheers
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My name is Nick -/-/-/-/ Cross-post from my Facebook-/-/-/-/ DO WATCH critters CRAWLING become THEE Skies TIDE TO FLOW ENERGETICALLY CAST LOST LIGHTS Always... all of these THINGS? --- --- --- Share a creative moment, or have a giggle at this oddness --- --- I felt like being poetic. I also want to preach life suggestions. It'd be cool if you let me steal some of your personal moments; To encourage you to make your own impressions of the above mess. I'll post my own translation right away. If this is too weird for you to comment on, shoot me a message and I'll gladly read your interpretations while passing no judgement. Lets get creatively thinking! No limits or reasons not to! ---
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Ahh I totally get it now! The visualization helped a lot. Appreciate the hat tip! To help others understand better are you able to create a mock-up for the default animation position? Which is the upwards animation I believe. It may seem self explanatory but I think it will make a difference. Cheers!
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I feel like the planks are a great idea, but perhaps you shouldn't texture the entire roof The style is very clean, and I think that if you frame the roof with planks it will add more than enough depth, while texturing the entire roof will grab too much attention. Try adding a vertical beam on the top edge and both sides, perhaps a larger beam on the top to give the impression of a stronger support being required. Then add beams to the front and back slanted edges, with one in the middle of the roof. The slanted beams should be smaller than all three vertical beams, and should appear to tuck under them to convey logical construction. Hope this helps! Cheers Edit for large brown area: two or three vertical planks will break up the look of that large space quite well, horizontal structures wouldn't hurt that space either. However, don't stop yourself from being creative! You could make a flower box for it, a window, or even just a funky symbol
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Forsure, that's likely the cleanest method. With controlled stat gain you will know all of the potential stat combinations for max level players. You could actually use a switch for every single combination - but that'd be crazy.
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I was going to suggest something similar instead of having the player create an account from scratch everytime, create a hub they get teleported back to. This hub could have many advantages for gameplay mechanics and player interactions. I would suggest looking at Realm of the Mad Gods and try to merge the character selection screen and in-game player hub into an interactive area. This method could also create the opportunity for upgrades for consistent players. If you need help creating the events or systems for this type of game, I'm sure we'll all gladly help with it. Cheers!
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Ah I see! Gaveitatry has lots of experience with this, I'd keep bugging him or wait for a developer to post if not you could always try to make unique gameplay mechanics with the limitations you have. Cheers!
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It's also important to note that maps are seamless. You are able to connect them together allowing the players to move from map to map without noticing any loading.
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Thank you for the extremely thorough reply Kibbelz! Relevant information to the original post is at the bottom. I definitely agree that low resource requirements are a must for tools that aim for ease-of-use, having too many required assets can also make modifying sources very tedious and adding new content overwhelming. I have seen game engines fall to feauture creep, and any experience with these engines has been mainly stripping away "features" and fixing what I broke by doing so, often finding it was all built on very weak and limited methods to begin with. I'm 110% with you guys on keeping everything accesible for new creators, because it puts all of the focus on having the key components working exactly as they should - at the same time it will also become a solid block that can be easier built upon. On the right path! It's also important for creators to consider that the amount of artwork that is needed for one unique action starts to grow exponentially as you try to develop your game. I'm still putting off drawing up basic outlines for my weapons, because I haven't decided between static or animated attacks. Even the basic shapes and conceptual designs need to be changed drastically to allow for a readable paperdoll to be made for a few different angles. That's not even considering that as soon as I make the decision to implement animated attacks, many other questions rise up and decisions have to be made: Do I need separate player animations for each weapon type? How many frames should the attacks use? Should I sprite attack animations for every enemy? How will all of these graphics be organized and layed out in the resource folder? :S This is just a small sample list of questions that can come up from one small addition, and it's only considering the graphics! Imagine creating all of the assets that most people feel is "required" to make a decent game nowadays - doesn't sound fun. Death. It's very important to establish strong core mechanics before adding the flare. I guess player animated attacks are still up in the air for me Anyways. Major sidetrack over - about the spell animations. Now... Uh. Yep, you basically told me every detail I needed to know, but I'll fill you in on the way my game is currently setup, ask for some insight and share how I plan to change things with the information you've given me: I feel that the animations being aligned with the tiles and not the player is a great way to handle it, and I can already start planning out ways to adjust it with this in mind, so thank you for letting me know. My plaper dolls are 32x48y, and the way the sprite looks in the client is actually quite nice, I feel it provides a lot of depth and height to the characters. When using projectiles they are shot from the chest of the player when facing upwards, while still lining up in the other three directions, it looks very smooth this way Instead of shooting from the forehead, the projectile is shown behind the player in the first few frames. So as far as the player behaviours go, I couldn't be happier. However, the confusion that stems from the spaces between frames predicament is painful. I definitely have large blank spaces separating each frame, but I simply don't know how your system handles it so it baffles me. I'll mess with tightly framing my test animations later today. It also sounds like the size of my paperdoll might be messing with how it works, if that's the case I'll be waiting till open to mess with that. Cool! It appears that personal changes for open-source will include simplifying in this case: specifically set animations angle of rotation for each direction, set permanent anchor of 32x32 tile mentioned, specifically set anchor for each direction of the animation. The intention is that the two anchors will always line up, that way I can change the exact position and angle of the animation for each direction. Not sure where I'll have these input, but I feel this is a really important level of control because it allows animations to go far off center from their origin and do all kinds of crazy stuff. This method is likely simpler than yours, and will require a lot of user input - but I'll need this level of control forsure. Question: Are you able to explain why large spaces between frames muck up animations? It's just for my sanity at this point Also, wow tl;dr. Why did I write so much?
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I've finally figured out how spells auto-rotate for the cast animation, however it's very confusing and doesn't line up well with the player. Will this be adjusted later, or will we have a very accurate description of how it lines up with the player and auto rotates? I understand how projectiles work quite well, but the spells cast and hit animation are very confusing. Much appreciated everyone, this community is really turning into something nice!
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You can already create beams with large horizontal animations However they wont stop at the intended target - they will simply blast right through showing the entire animation image. You could also have a beam that shoots out and stays a straight line until it reaches the target, at that point blowing up and causing a cool effect. I understand this was kinda necro'd, just thought I'd put in my 2 cents though
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Thank you! Very cool update. Ease of use increased as well executed professionally.
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Officially introducing myself! My name is Nick, I'm 21, 6'7 in height. I play guitar and bass, if you want me to dedicate a song or solo to you let me know babe I'm slightly versed in spriting & programming - but nothing special. I'm also a singer/song writer so I can sing you a sweet lullaby anytime. I also dabble in the arts of preparing salads - mostly composed of devils lettuce and fire. Have a good time and drop a line, homies.
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I'm just working on icons for the Intersect hotbar, if you have any contributions or constructive criticism I'd like to see and read it! The finished icon is in the middle of both squares, and it's the party icon and quest icon so far.
