Items
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Re: Items
I agree...lostnumber wrote:better then your first try but personally I dont see whats wrong with the original, and I prefer that over your version.
Check out my sprites!
- SomeOneNamedMe
- Posts: 28
- Joined: February 9th, 2009, 12:46 am
Re: Items
for the shadow problem, we are just talking about a simple recoloring of only the shadows right?
Re: Items
SO, instead of making a new topic, I thought I could use this old one for a few things I hope will make it into the game....
First off, you know how cool it would be if those dwarven doors could open from time to time. Right?
Well: You should probably use this with some WML similar to this (adjust for you image-location and x,y ofc):
And since I can only attach 5 files per post, below comes the double post...
/tsr
First off, you know how cool it would be if those dwarven doors could open from time to time. Right?
Well: You should probably use this with some WML similar to this (adjust for you image-location and x,y ofc):
Code: Select all
[item]
x,y=$x1,$y1
image=dwarven-doors-closed.png
[/item]
[delay]
time=300
[/delay]
[removeitem]
x,y=$x1,$y1
[/removeitem]
[item]
x,y=$x1,$y1
image=dwarven-doors-opening1.png
[/item]
[delay]
time=300
[/delay]
[removeitem]
x,y=$x1,$y1
[/removeitem]
[item]
x,y=$x1,$y1
image=dwarven-doors-opening2.png
[/item]
[delay]
time=200
[/delay]
[removeitem]
x,y=$x1,$y1
[/removeitem]
[item]
x,y=$x1,$y1
image=dwarven-doors-opening3.png
[/item]
[delay]
time=100
[/delay]
[removeitem]
x,y=$x1,$y1
[/removeitem]
[item]
x,y=$x1,$y1
image=dwarven-doors-opening4.png
[/item]
[delay]
time=200
[/delay]
[removeitem]
x,y=$x1,$y1
[/removeitem]
[item]
x,y=$x1,$y1
image=dwarven-doors-open.png
[/item]
/tsr
Re: Items
tsr,
Maybe posting an animated GIF would be better? It's a little hard to see it as separate images, and most of us are too lazy to store and test it.
Maybe posting an animated GIF would be better? It's a little hard to see it as separate images, and most of us are too lazy to store and test it.
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
Re: Items
Good point, here it comes...doofus-01 wrote:tsr,
Maybe posting an animated GIF would be better? It's a little hard to see it as separate images, and most of us are too lazy to store and test it.
(Obviously the timings can be changed, but imho this coneys a sense that they are not entirely easy to open.
/tsr
ps. if anyone could make some nice sound-effects to go with it that would be really cool
- thespaceinvader
- Retired Art Director
- Posts: 8414
- Joined: August 25th, 2007, 10:12 am
- Location: Oxford, UK
- Contact:
Re: Items
Honestly, it's kind of cool, but it's very unclear that anything's happened - either the door needs to be bigger, or the interior needs to be lit. Something.
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Re: Items
Also, right now the area behind the door is the same color as the area of the door right over it. Blends completely. The interior could be lit with flickering torches, changing the color a bit, (would require an animation for it being open) or the doors could be light and the interior dark, increasing the contrast a bit more.
-
- Art Contributor
- Posts: 1700
- Joined: December 7th, 2006, 8:08 pm
Re: Items
If you're intending this as a sort of "idle animation", it probably shouldn't be done. At least for me the idea of robotic doors opening once in a while and closing ruins a lot of the "fantasy/medieval" feel.
- thespaceinvader
- Retired Art Director
- Posts: 8414
- Joined: August 25th, 2007, 10:12 am
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Re: Items
I think it's intended to be used when the doors open in the Dwarven Doors scenario...
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Re: Items
Which, of course, you won't see because there's a unit standing on top of it. Not that it couldn't be changed so that you'd instead have to be adjacent, but still.thespaceinvader wrote:I think it's intended to be used when the doors open in the Dwarven Doors scenario...
Re: Items
Actually it is intended in a mp campaign I am writing and I would prefer if I can get any custom items I use to mainline quality (and acceptance) so that ppl (other than the host) don't have to download the add-on. (Ofc I can work around that by using a custom era but I would prefer to not do that).zookeeper wrote:Which, of course, you won't see because there's a unit standing on top of it. Not that it couldn't be changed so that you'd instead have to be adjacent, but still.thespaceinvader wrote:I think it's intended to be used when the doors open in the Dwarven Doors scenario...
My current approach to fix the issues mentioned about the door is to leave the opening transparent and then create a few different scenery-items that can be put as background at will (since I would like some variation in light coming (or not coming) out of the opened door).
Updates later...
And how about that key: general form ok, size, etc?
/tsr
- thespaceinvader
- Retired Art Director
- Posts: 8414
- Joined: August 25th, 2007, 10:12 am
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- Contact:
Re: Items
Key?
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Re: Items
No. Much more better. It is a drawring of a key.thespaceinvader wrote:Key?
He's never mentioned it before.