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Everything posted by Push
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Nice start, looking good. I would change the sprites eyes to a single pixel maybe. They seem very 'bugged-eyed'
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The biggest reason I try to avoid different terrain levels is that it's too easy to exploit NPCs. When I released a small game with similar concept using Mirage about 8-9 years ago, that was a big problem. Though I still do think I can implement some that don't hinder game play. The game is being designed to be team based, and semi-fast paced, so I do need to careful with the space/obstacles.
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Thanks @Xeno, that helps a lot. I was trying to keep the maps more 'open'. Though, I agree some small height variations will really help give it dynamics.
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Thanks @Agoraphobic and yes, are always difficult to work with blockage wise. The world terrain up to be free roaming.
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Updated a bit of the first image to smooth out the grass. Hows it looking?
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Thanks for your feedback @ODestroyeR BR I agree it looks better zoomed out, and the last photo is zoomed in - so it may look confusing, I wanted to show the tiles without the interface. I will implement some changes to smooth out the transitions and also clean up the plants.
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Thanks for your feedback @Dashplant So it would be a good time investment to create tiles that blend the 2 biomes (i.e. grass & dirt) in the same tile?
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Would your approach be to start the mapping process over with much simpler tilesets? Are there specific tiles that really clash? Or is the tile-blending not doing it and I should design tiles to blend the biomes?
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Thank you for your feedback. You seem to be on the boarder, is there something you would do differently to help sell the look? @Kibbelz
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I have been building a world using all open source resources with some adjustments. Due to limited resources, I have used a tile blending technique much like that commonly used in Minecraft. Any feedback on the outcome and if it works or not - would greatly be appreciated. Thanks! ^Normal Zoom ^Zoom Out ^Zoom In
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Yes, yes and more YES! Just decided to come back and check how things are going, looks like you got me excited again:D YES: Shields YES: Is item equipped condition and YES to all the upcoming ones
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Looking for Work Hello, I'm willing to work with pleasure!
Push replied to AlexandreKayle's topic in Recruitment
Nice mapping! Good to see lots of detail. -
Health or Mana increase based on Stats
Push replied to Ainz Ooal Gown's question in Questions & Answers
Yes Dash, it is not perfect, and it is not the exact same thing he wants. It is just a much better way to get ideas going then just to say 'wait til source'. If he can not code, or wants it implemented now - there are ways to attempt to make it happen. Who knows, maybe it will spark an idea for a better solution. -
Health or Mana increase based on Stats
Push replied to Ainz Ooal Gown's question in Questions & Answers
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Health or Mana increase based on Stats
Push replied to Ainz Ooal Gown's question in Questions & Answers
The unlazy answer: A workaround for Giving a Warrior extra Vitals would be something like; 1. Create items to represent the increased Vitals. (i.e. Vitality Rune, Mana Rune) 2. Add your desire + HP/MP stats to the items. 3. Make a Global Event - set on autorun. Have it run a conditional check for: -Does player have items (Vitality/Mama rune), if No then check -the players class, and ifWarror then, -check Player 'Attack' is greater than X = Give Vitality Rune. 4. The player would have to equip the rune to get the effects, which means you would have to add a 'Rune' slot to your characters slots. You can also be more complex and give different runes for different amounts of each stat a player has, to increase Vitals. This would get pretty complex having to check each Stat. This is of course not the best way to do this, and waiting for the source would give the best results. But it is possible to do many things in odd ways if it's something you really want in the game now. Hope this got you thinking. Insert other media -
Not sure a Guild system would be possible right now with the current event system, and if so it would be incredibly complex. The biggest thing would be to have a separate guild chat which won't be possible.
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@Damien666 My zipfile is too large for it.
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@GibierI am still pretty new here, what would that be for? I think you mean instead of dropbox?
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Sorry Xeno, I should really have it on Dropbox or something. It looks like it's on their end. I will try and have a few random people not in the dev community to try to connect just to be sure. Thank you for all your help guys.
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Thanks Xeno, I appreciate it.
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So it's definitely them, thanks @jcsnider I'll try to reach out to a few more people for testing then. Just hoping this doesn't happen to too many people :X
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If someone would like to take the time and see if they can connect: Download the Client: https://ufile.io/z9xne
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Yes, JC has been helping me, though it might be something others have run into as game devs would be sending compiled clients, they may have run into the same problem. It seems to be for sure on their end, I am thinking long term if it happens to the first 2 people I try to have get on, this will be an ongoing issue for 'random' players who eventually would download the client. (except they will just give up if they are not testing).
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My other PC got the files from the same manner they did (via file upload site). I was thinking it may have been something to do with how I zipped it, so I re-zipped and it still had the same error: 'Cannot connect to server' Any good way get the application to not run as suspicious?
