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Search found 93 matches

by eleazar
Sat Dec 30, 2006 6:19 pm
Forum: Design
Topic: Map Exploration Design
Replies: 34
Views: 10237

Re: Map Exploration Design

- Walkability properties will be divided into 16x16 regions, meaning that each tile can be declared walkable or not in each of its 4 16x16 corners. - Tiles will have a sound property, so that walking sounds may be played when a sprite walks over a tile Other Ideas: It would be very convenient if th...
by eleazar
Sat Dec 30, 2006 6:03 pm
Forum: Design
Topic: Map Exploration Design
Replies: 34
Views: 10237

• Even if the collision areas were modified similar problems could be created if sprites are ever allowed to be bigger than 1x2 tiles. Which seems necessary in a world that contains giant dogs and scorpions. This is true. We'll just have to be careful about how we design maps with large sprites is ...
by eleazar
Sat Dec 30, 2006 4:01 pm
Forum: Design
Topic: Map Exploration Design
Replies: 34
Views: 10237

..... - Dead tree + woman sprite There's a problem here, and its with the collision rectangles. You only specified the bottom quadrant of the tree to have a collision area. That area needs to be increased so that it is twice as tall, since the lower tile of the tree is in the lower/middle tile laye...
by eleazar
Sat Dec 30, 2006 2:39 pm
Forum: Design
Topic: Map Exploration Design
Replies: 34
Views: 10237

I've read the wiki page. I don't see how we can get the proper layered results if for instance there are 2 trees, one in front of another. A character could walk in front of both, behind both, or in-between. Look at the images at the bottom of this page: http://allacrost.sourceforge.net/wiki/index.p...
by eleazar
Sat Dec 30, 2006 1:54 pm
Forum: Design
Topic: Harrvah Design
Replies: 18
Views: 6874

I misses this the first time through. One thought I had for harrvah is - for reasons of meta-realism, we should make the water source in the cave actually flow into the town as a river. Why? Because irrigating crops with a well is next-to-impossible unless you can pump the water, through pipes. The ...
by eleazar
Sat Dec 30, 2006 1:09 pm
Forum: Design
Topic: Map Exploration Design
Replies: 34
Views: 10237

i'm trying to get a handle on how the map layers work so i can understand how to make tiles for it. I don't see how we can get the proper layered results if for instance there are 2 trees, one in front of another. A character could walk in front of both, behind both, or in-between. I don't see how t...
by eleazar
Sat Dec 30, 2006 9:29 am
Forum: Artwork
Topic: Harrvah Tileset, take 2
Replies: 32
Views: 25232

Some other natural characteristics of houses in desert environments: * Walls are thick: ~.5m. This provides the thermal mass to keep the inside cool, and is a natural result of building with adobe/mud brick/cob. * Windows are small, and usually shaded by an awning. Before our nice insulated glass w...
by eleazar
Sat Dec 30, 2006 2:36 am
Forum: Artwork
Topic: Harrvah Tileset, take 2
Replies: 32
Views: 25232

In short, i don't like the mountain house roof, to me it's blatantly impractical. It traps the rainwater and rots through several times a year. Hopefully we'll be able to add the full roof in later. Then we can use it for a people who get much rain, but have easy access to tons of wood through trad...
by eleazar
Fri Dec 29, 2006 11:40 pm
Forum: Artwork
Topic: Harrvah Tileset, take 2
Replies: 32
Views: 25232

I'm kind of rambling on here, but I don't really want us to out-right copy an architectural style (adobe, roman, whatever) and use it in the game. The game is supposed to take place in a different world, and so quite naturally I'd like that world to be unique on its own rather than a copy/paste job...
by eleazar
Fri Dec 29, 2006 10:48 pm
Forum: Artwork
Topic: Harrvah Tileset, take 2
Replies: 32
Views: 25232

On a related note - for massive "ease of figuring out the tile scheme", I'd like to have the "lego pieces" similar between harrvah and the mountain village - that is: slanted roofs on the side, and a flat-roofed section in the middle. Figuring out a way to make the houses *not* work like this would...
by eleazar
Fri Dec 29, 2006 9:58 pm
Forum: Artwork
Topic: Tilesets
Replies: 5
Views: 3464

- 2) One problem I've discovered is that modifying a tileset by moving around existing tiles may present a problem. If a map in the game already uses tileset x, and then someone comes along and adds a bunch of tiles to the set, and moves existing tiles around so similar tiles are grouped together (...
by eleazar
Fri Dec 29, 2006 7:09 pm
Forum: Artwork
Topic: Sprite sheets
Replies: 4
Views: 1878

They don't used it for animation, but from a user's perspective i like how freeciv has implemented chopping sheets of images up into usable graphics. It's pretty flexible and user friendly.

Also i don't see the value in left and right facing side views, the images are merely flipped.
by eleazar
Thu Dec 28, 2006 7:32 pm
Forum: Design
Topic: Harrvah Design
Replies: 18
Views: 6874

Let's suppose the ancestors of the people of Harrvah came to their current territory fleeing overpopulation, war or genicide. They were out of options, so they settled in what seemed to be mostly empty land, at first the nomadic Muabi didn't see them as a threat, or perhaps they were occupied with h...
by eleazar
Thu Dec 28, 2006 9:38 am
Forum: Design
Topic: Harrvah Design
Replies: 18
Views: 6874

I strongly agree that World-building is necessary for both story and art to create an interesting and consistent world. Cities can become background characters in an RPG. If the player is curious and asks the right questions he can piece together the story of the city. I received the following from ...
by eleazar
Wed Dec 27, 2006 11:11 pm
Forum: Artwork
Topic: Free game graphics
Replies: 53
Views: 32528

You are on a roll.
:)
by eleazar
Sat Dec 23, 2006 6:02 pm
Forum: Programming
Topic: Supporting tileset image files
Replies: 13
Views: 3859

Okay, here's an idea that (I believe) will satisfy both parties. ... I'm a little hazy how the map editor will manage and distribute pixels from the themed tileset files. But as long as the artists can do their work in tileset files which do not necessarily cater to a particular map, and somehow al...
by eleazar
Sat Dec 23, 2006 10:28 am
Forum: Programming
Topic: Supporting tileset image files
Replies: 13
Views: 3859

From our discussion about multi-image management, it seems that we are leaning toward not supporting individually cached image files. In other words: if you load a tileset image, the whole image will be kept in texture memory, even if you only need to use a small number of those tiles. good.:approv...
by eleazar
Fri Nov 17, 2006 10:40 pm
Forum: Programming
Topic: Map Mode Redesign
Replies: 7
Views: 3081

One of the things we were thinking about was moving away from tile-based movement so that the character can move practically anywhere. Free-form movement I suppose and I think it's similar to Chrono Trigger's style. What's the advantage? It might look a little nicer to be able to stand, half-way be...
by eleazar
Fri Nov 17, 2006 8:01 pm
Forum: Programming
Topic: Map Mode Redesign
Replies: 7
Views: 3081

So when you are talking "map view" it's what we see in the demo, not an actually map-like view where you can see whole cities at once, and travel long distances in your sand-glider-craft?
by eleazar
Fri Nov 03, 2006 8:06 pm
Forum: General Chat
Topic: Battle for Wesnoth Clone
Replies: 4
Views: 6315

Re: Battle for Wesnoth Clone

Sylon wrote:Check out this game inspired by BfW:
:huh:
More like "Corrupted from BfW." :eyebrow:

Thanks, i posted this on the Wesnoth forums. They may be infringing on the Wesnoth's GPL license.