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raeven

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Everything posted by raeven

  1. Great news!!! Our team is very excited. By the way, it seems you changed something regarding how the engine manages .png transparencys, now many of our tilesets look aweful where we used some kind of transparency, like this:
  2. raeven

    WIP World of Adea

    Love the mapping on this project!
  3. Some more mapping progress, as well as new assets:
  4. On the last day of 2016 I'd like to update the post with the most recent screenshots. The last month we made a lot of progress and are working harder than ever to bring Tierras Robadas to life!
  5. Spent some time today working on the dwarven tavern, got some nice progress done!
  6. why do you think it's shitty? seems pretty decent to me
  7. Some more mapping work was done on the western forest, I find it to be pretty decent and final: Also I started working and mapping a cave, for now with placeholder torches and without any real details:
  8. yes! today I spent some more time working on them, making a rounder look for the paths and reducing the visual impact of the "intense" grass: Still some work left to do, but I'm pretty happy with the results so far
  9. Another update, I had some free minutes during weekend and did a quick upgrade to the floor tiles, achieving a bit more variety for the ground, let me know what you think!
  10. There was a second devblog uploaded today, there I started working with spells, projectile weapons and finally finished the female sprite:
  11. It would be nice doing a stress test. We might do one when we reach beta... A long way up until then though ^^ By the way and as it's kind on topic, is there any kind of "lod" system going on? I mean, if you make a really huge zone by connecting literally hundreds of maps, they won't load all at the same time for the players, won't they? Cause I imagine that would be a bummer for people with slower hardware. Right now our first zone is pretty hude and my computes still gets over 60fps everywhere, but mine is a beast and I won't buy a server yet just to test that.
  12. Just posted a development video on my YouTube channel (long, in spanish! watch it if you're brave enough lol) Many people were interested in the engine, I told them everything I could about it >.<
  13. Yeah, this one will be smaller when finished. Though I liked the majestic scale otherwise, it feels epic but it doesn't make any sense lorewise so it will be changed. Damn rules, epic stuff rulez New image posted!
  14. I just updated the original post with an image of some more finished art, as well as some of the mapping done on the southern side of the first zone (I know, I know, not the most efficient way of doing it - but served me well to understand how to properly import phosothop images to the engine!)
  15. We really would like to not go that way, at least with major pieces of architecture and environment. That way it looks way more natural, almost as a hand crafted piece of art. Of course you should not judge the style by the few screenshots submitted, they are just some sketches I did personally to see how well the engine manages big illustrations - and it does so brilliantly. Of course it's a lot of hassle and may not be the most efficient way, but I hope it will give it a unique look in the long run. Thankfully we found some really talanted guys in our community who are helping with the project, now you can see pieces as this incorporated in the world:
  16. Thanks for the detailed tutorial! Many developers would not even look at the question, much less post an entire video. Says a lot about your commitment to the project!
  17. yeah, i found that video and I know what it is for, I just don't really understand how can you use it with the entrance and block lvl 1 and 2, I messed around a little bit to no result
  18. I messed arount with the Z-Dimension and had no clue about how it actually works. Any help here?
  19. Right now we'll stick to making art and basic gameplay then, we are not 100% devs and our time and people is limited so we'll develop this very slowly anyway. I've tried lots of old engines in my youth and I must say non of them had this amazing mapping system!
  20. http://ccaenter.es/tierrasrobadas/ Greetings! My name is Raeven, I'm a spanish YouTuber, writer and community administrator for www.ccaenter.es Last year I published Tierras Robadas: La Roca del Destino, a project of mine which took way too many years to complete. Since always me and the few guys who followed the project wanted to make an online game about our universe, but we never found any 2D or 3D engine which satisfied us. Until we found Intersect, of course. Even in it's alpha stage I absolutely fell in love with the mapping system and the general stable feel of it and three days ago we started the project. We don't know yet how customizable it is, as we'd like to add some custom programmed stuff in the future. For now we'll start our work with custom graphics - we'd like to make it feel more like a graphical novel than an anime-pixelart-fest, hence this style someone may find strange. In the future we'd like to update both this post and our own on the CCA Entertainment site so both communities see our progress. As I previously said, we'd like to launch the game on Steam (we already have a Greenlight license, with one project approved!), if we ever do so I'd like to give a small % of our earnings to the development of the engine as gratitude for your work. We'd appreciate any feedback or even contributions - if you're an artist, want to help with the programming stuff or any kind of material, just PM me. Features planned: 路 Rich story based on the novel 路 Huge explorable world, with puzzles and rewarding content 路 Deep PVE progression 路 Weekly/Monthly content updates 路 Oldschool hardcore feel, inspired by the original Everquest Some updated screenshots of work we've done so far:
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