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Everything posted by raeven
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ded gaem, literally unplayable 5/7
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Well. My profile pic speaks for itself hahaha
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We recently upgraded to the official 0.1 release, closed alpha indev. Here's a few screenshots of the first town getting shaped (still missing many props and a proper ground texture)
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Always! Intersect is an amazing project and we'll try our hardest to make a finished project with your engine
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Long time no see on here. We've been slowly improving the project over the past few years, with some much needed artists who came from our streams helping out a bit. Here's a small gif of the new human male in action, as well as some examples of equipment paperdolls: https://i.gyazo.com/d0f8214c4e9b0183edc06fad2143c91d.mp4 Edit: Here's a piece of music composed for the first zone: Equipment and character artist Kaerasu Composer Miguethor
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Great to hear this engine is still going on
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Need Help [$$$] Dune Online - pixel/tile artist required
raeven replied to Space Pirate Jesus's topic in Recruitment
What kind of graphics do you want for your game? -
Story Today I did this on my project...
raeven replied to SkywardRiver's topic in Design & Creativity
Don't worry, by text it's easy taking everything as an attack, but no hard feelings at all here either -
Story Today I did this on my project...
raeven replied to SkywardRiver's topic in Design & Creativity
If I zoomed in you wouldn't even see the thing because of how big it is, that's the point -
Story Today I did this on my project...
raeven replied to SkywardRiver's topic in Design & Creativity
You ever played WoW? (I know this reads kinda in an aggresive tone, not intended. A genuine question) Everything is way out of proportion there, just took this screenshot from live: -
Story Today I did this on my project...
raeven replied to SkywardRiver's topic in Design & Creativity
It's an artistic decision. Think of any 3D MMO out there, they have the same proportion disparity. It makes the environment seem grander and feel more epic than with a realistic scale -
Story Today I did this on my project...
raeven replied to SkywardRiver's topic in Design & Creativity
Added a few new mobs to our game: https://i.gyazo.com/5e8e52f5001a59f349d786df17957b00.mp4 -
Story Today I did this on my project...
raeven replied to SkywardRiver's topic in Design & Creativity
Just finished implementing the Updater for our project so our artists can see their work ingame in almost real time. As I've been a bit sick with a cold, spent some time improving the southern cut off cliffs (See the difference for yourself!): And added the bridge for the second zone, with it's own shiny z-dimension mapped! -
From Spain it gets me around 170ms, not too bad
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would love to try this from Europe to see how bad the lag is. If it's reasonable, we might as well try it!
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Story Today I did this on my project...
raeven replied to SkywardRiver's topic in Design & Creativity
Today I used the newest tower for the first time. Still a WIP -
We always had in mind 15-20€ per month in mind, unless there are more people interested than we expect. The problem would be the latency since I understand this is hosted in the US?
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I feel that this would totally depend on your general game philosophy. For instance, our project goes from the beginning for that "free roam" feel, so it would be against our own logic making a linear forest. As you clearly understand (you stated it yourself) there are advantages in both approaches, just go for the one you feel more right for YOUR game.
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Yeah, but they always said they will implement only basic things every MMO should have, we'll see what they think about these ones. Besides, if it's too much work I'd rather have then not prioritize this >.<
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I feel this would be pretty used so it could have it's place in the main engine. Maybe also a full profession system where you level up your gathering/production profession?
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Great work. While on topic of improving the editor, is there any way to group-select maps and drag them into folders? I don't know if there's any way to do this as of today and if not I think it would be a great addition.
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Amazing. Keep up the great work! Now we can emulate some of the earliest WoW resist gear everybody loved! (you loved it right?!)
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Thanks! Maybe it's because there are currently 3 different people working on the project, two of them do most structures and assets while I do textures, characters, equipment and interiors, as someone with far less experience and talent for art. We'll keep improving the art style, keeping in mind that all you see will be drastically different to what awaits you beyond the first three zones.
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There's a hotfix on the bug tracker forum, they say it will be totally fixed in Beta 2 ^^
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Great work with that .png transparency hotfix aswell!
