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Friday, February 1, 2013 - 16:09

@Vividreality Wulax's submission is "CC-BY-SA 3.0 and GPL", and on your submission you've only marked "CC-BY 3.0" which isn't the same license and should be changed to "CC-BY-SA 3.0" (unless you have Wulax's permission) and I think you should include the GPL license as well. 

Friday, February 1, 2013 - 16:08

My comment above was directed at VividReality not makrohn.  Vividreality must have accidently chose the wrong license because in his comment you'll see he's refering to his submission being "CCBYSA 3.0" and it's not.  I was just trying to point that out.

 

Friday, February 1, 2013 - 05:41

@Everybody Thanks for the compliments!

@MedicineStorm I thought it was funny when I made it, especially my mouse hand writing.

@Redshrike I'll continue doing these on my spare time but spare time for me is diminishing. 

Friday, February 1, 2013 - 05:16

WOW o.O  This is awesome!  Having all these together like this with the graphical credit's seriously makes my job a lot easier getting these mobs in game.  I thought I knew every single one of your RPG enemies but looking through all 66 somehow I've managed to overlook a couple, until now. 

I'll look into doing some recolorations as I agree that it's necessary to have variety of the same monster.  First one that comes to mind is the lone green slime.  There needs to be a blue and red slime to complete the varieties for that monster species.

This might sound odd but in the old Dusk game there was an "icedemon" with blue skin instead of red.  I'm thinking the blue skin colors of the gargoyle right above your demon sprite (in the image above) might make for a icedemon, or maybe the colors in your icegolem.

As for the name umm... Static RPG Enemies (high color count) or RPG Enemies: Static (high detail) those examples are to the point.  Can't think of anything too cleaver ATM either...

Tuesday, January 22, 2013 - 15:19

Hey guys, I just marked this submission as finished because I'm too out of patience to try and improve it any more.  The new file (CampFireFinished.png) is almost a duplicate of the last one except I omited the unnecessary flame coming out the right side of the fire's base and the still pixels on the left.

@makrohn, I'm really happy to hear that and FYI your game "Polymorphable" is one of the few LPC games I actually got running on my ubuntu pc.  I played through your game and truly enjoyed it and must say it was my favorite.  I'm looking forward to playing again and seeing this fire animation in-game :D  I hope you place when-ever they announce the winner's of the game development part of the LPC, do you think they'll do that this month?

@Drogo, Thanks!  Sorry but I don't know anything about getting animation to work in games because the game I'm tinkering with isn't programmed to handle animation.  I wish it was.  I'm pretty sure games use animation in a sprite-sheet instead of using the preview of a ".gif" animation.  I'm not sure if that's what you attempted but it's what comes to my mind when you said "static".  Yeah I'm a "noob" also when it comes to programming.  I'll look into that d20 tabletop game you mentioned.

 

Thursday, January 17, 2013 - 05:30

No hurry Bertram ;)  FYI I'll get around to better organizing it when I finish the last few tiles.

I was just checking out Clint Bellanger's Flare project page and noticed he was doing this onegameamonth challenge so I went to http://onegameamonth.com/  and saw they used my Castle example as January's inspiration :D Heck ya!  I thought I did a good job mapping that example and seeing it there let's me know I'm not the only one who thinks that.

I'd love to map a whole continent like that and make all the game content.  I think I could make a whole game myself using this old Dusk engine.  Dusk needs improvement code-wise :( and I haven't devoted myself to learning Java yet.  I'm actually willing to pay a Java developer to "modernize" the game.  I'll get around to updating my Dusk blog in a couple days explaining this.

Thursday, January 17, 2013 - 03:37

I gave it another go at improving the fire. 

@Blarumyrran, I thought the same thing about the difficulty tracing movements and I think my newer version fixes that issue.  I would love to have 15 frames like the one you show but I don't have the patience to draw that many frames :-P  It takes me a good amount of time just drawing 1 frame and I don't have much spare time atm.  I like the bursting of those flames but I think it wouldn't look natural for a campfire.  Those flames remind me of the jet flames that come out of nuclear power plant towers, which isn't how a natural campfire burns (unless you throw gas onto it or a gust of wind comes by)

I have to admit, doing animation is a serious pain in the butt.  My eyes start to spin o.O and I get a headache trying to make it flow right :-[

@Roots, I made a small attempt at getting some movement in the middle, I just noticed a small inpurity so I'll make 1 more attempt at polishing this up.  So my next version (in a day or 2) will be my final version.

Here's the newer version again.

 

 

Saturday, January 12, 2013 - 20:16

Sweet, I'm glad you like it.  Yeah, I'm done with the base.  I plan to re-work the 2nd and 3rd frame's high flames and maybe add more colors. 

I remember playing your game over a year ago and now I recall that your starting village is under attack.  There's house's blown apart and on fire.  I'm happy I've helped you with your game :D

 

Saturday, January 12, 2013 - 07:20

I had this link bookmarked for this same very reason.  Looks like some of the links on that site are broken.  I don't know if it'll help you find another name for "sorceress" but I thought I'd share it.  Hope it helps.

http://www.lowchensaustralia.com/names/fantasylinks.htm

Edit:  Here's another one I had bookmarked  http://medieval.stormthecastle.com/medieval-names.htm

Saturday, January 12, 2013 - 06:27

Thanks for the feedback and suggestions guys :)

Here's an updated version taking into account what you guys suggested. 

The camp fire was moved to the bottom to provide more space at the top, so I can add more smokey flames to get a better upside-down cone shape.  The flames not part of the main fire got recolored to more resemble smokey flame bursts. 

I had to lower the mount of colors Jetrel had in the original so I could pixel the fire's movement.  There's like 20+ colors in the original.  The fire is basically using <>10 colors now, I knew it would look more cartooney because of that and I'll try to get around to adding more colors to avoid the cartoony look.

I'll take a couple days break from this, so expect another version in 3-4 days.

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