Hello, we apologize but forum registrations are non-functional at this time. This issue should be fixed around mid-December. Until then, please stop by our Discord channel if you'd like to get in touch with the team. Thanks!

Search found 93 matches

by eleazar
Tue Feb 15, 2011 10:01 am
Forum: Artwork
Topic: Item/Weapon/Technique Icons
Replies: 90
Views: 66801

Re: Item/Weapon/Technique Icons

I'm not sure if you guys need spell attack icons, but i'm working on a set over at Open Game Art in a similar style to the Wesnoth attack icons.
Header1.jpg
Header1.jpg (75.44 KiB) Viewed 6053 times
http://opengameart.org/content/painterl ... ons-part-1
header2.jpg
header2.jpg (66.92 KiB) Viewed 6053 times
http://opengameart.org/content/painterl ... ons-part-2
by eleazar
Sat Apr 04, 2009 10:13 am
Forum: Design
Topic: how to do (or not to do) elevation [a query]
Replies: 3
Views: 4602

Re: how to do (or not to do) elevation [a query]

Winter knight, thanks, that example is a rather clever way of implementing bridges with "fake" elevation cliffs. I see i did a really lousy job of explaining what i was after. I'm not especially interested in bridges per se, that's just an example of something a robust elevation system could do. IIR...
by eleazar
Fri Apr 03, 2009 3:59 pm
Forum: Design
Topic: how to do (or not to do) elevation [a query]
Replies: 3
Views: 4602

how to do (or not to do) elevation [a query]

Hi. I remember a year or two ago you had plan to include elevation in the game, so that you could actually make a bridge that characters could go under and over the same spot. I don't see any of that in the current demo. Did you have to scrap the idea because it was too complicated? If someone could...
by eleazar
Fri Jun 22, 2007 11:38 am
Forum: Design
Topic: Font Discussions
Replies: 32
Views: 20772

My vote goes to Libertine Caps for titles and menus, and regular Libertine for everything else. I'm surprised you can't tell the difference between Libertine and Junicode, roots :cool: Check out the capital W's for the biggest difference. Also, I think Junicode's capital T is a little too wide. Lib...
by eleazar
Thu Jun 14, 2007 10:38 pm
Forum: Artwork
Topic: Geometry and isometry of the world " Hero of Allacrost
Replies: 5
Views: 5489

Jetryl wrote:We intend to implement shadows in the future.
A quick, fuzzy, generic elliptical shadow under the people would be a solid start.
by eleazar
Tue Jun 12, 2007 10:22 am
Forum: User Feedback
Topic: Some feedback on the 0.2.0 demo
Replies: 34
Views: 22169

Well, progress has certainly been made. The #1 thing graphic issue that i noticed is there are no shadows, around buildings, but especially under the people. I believe shadows would greatly increase the believability and readability of the game world. And i've previously raised my voice for the obvi...
by eleazar
Sat Jun 09, 2007 10:31 am
Forum: Artwork
Topic: when the NPC just really has to talk
Replies: 13
Views: 6270

My thought would be to have these only appear when the player walks near (withing 5-7 tiles of) someone they haven't talked to yet, with the major exception that certain dialogues flagged as "important" would always show an indicator, regardless of the player's position. :approve: I'm -hoping- some...
by eleazar
Wed Jun 06, 2007 7:54 am
Forum: Artwork
Topic: when the NPC just really has to talk
Replies: 13
Views: 6270

...Besides, I have to admit that the "speech bubble" is more intuitive. Maybe it can be an option (bubble icon (default)/current icon/no icon) in the menu somewhere. I don't really care that you dislike the version i made, but the suggesting that this element should be alterable in the preferences ...
by eleazar
Tue Jun 05, 2007 10:54 pm
Forum: Artwork
Topic: when the NPC just really has to talk
Replies: 13
Views: 6270

when the NPC just really has to talk

i just played the demo.

here's a less mechanical dialog bubble.

[img:128:128]http://www.jwbjerk.com/dl/dialogue_icon.png[/img]
by eleazar
Sat Jun 02, 2007 2:09 pm
Forum: Artwork
Topic: NPC Dialogue issue
Replies: 9
Views: 4565

An enlarge front-view seems to be a reasonable stand-in for a custom character portrait. A better idea IMHO than generic portraits. I believe it's important to have a visual indication of who's talking. Of course, the best is to have portraits done for every PC & NPC with emotional variations, but i...
by eleazar
Fri Jun 01, 2007 7:44 am
Forum: Ideas and Game Features
Topic: Late-game shopping considerations
Replies: 28
Views: 22172

Re: Late-game shopping considerations

(to be explicit; it's the "why aren't they giving you the über-items for free if it's clear that you're the hero who's gonna save the world?" situation.) I've seen games in which the merchants will give you an increasingly large discount based on the player's reputation. The guy still needs to make...
by eleazar
Mon Mar 19, 2007 1:25 pm
Forum: Artwork
Topic: Desert Cave Tileset
Replies: 46
Views: 32822

I realize the walls and floor need to be distinguishable, but shiny blue-grey vs chocolate brown is too extreme.
by eleazar
Sun Mar 11, 2007 11:20 am
Forum: Artwork
Topic: Item/Weapon/Technique Icons
Replies: 90
Views: 66801

those potions are top-notch.
by eleazar
Mon Feb 26, 2007 3:13 pm
Forum: Ideas and Game Features
Topic: Character Growth
Replies: 9
Views: 7589

Another method to fill in the dry spots between leveling would be to allow the player to spend free XP points whenever he wants. I like to have a certain amount of control over how the character develops. Then automatic advances would be applied after gaining a level. The cost might vary for differe...
by eleazar
Mon Feb 26, 2007 2:51 pm
Forum: Artwork
Topic: Elemental icon graphics
Replies: 14
Views: 3657

Jetryl wrote::angel: Ignoring off-topic quibbles about what damage types we actually have; everyone's fine with the art, right?
Yeah, it's very nice.
by eleazar
Sat Feb 24, 2007 7:25 am
Forum: Artwork
Topic: Elemental icon graphics
Replies: 14
Views: 3657

Whatever these damage types are supossed to do, "Mauling" isn't a great term to use, since it can refer to 2 very different types of "attack": maul |môl| verb [ trans. ] (of an animal) wound (a person or animal) by scratching and tearing : the herdsmen were mauled by lions. noun a tool with a heavy ...
by eleazar
Tue Feb 13, 2007 8:55 pm
Forum: Ideas and Game Features
Topic: Equipment Customization
Replies: 24
Views: 19214

"cabochon"
a gem polished but not faceted

"churinga"
sacred amulet of Australian aborigines.
by eleazar
Mon Feb 12, 2007 11:48 pm
Forum: Artwork
Topic: Battle Stamina Icon Graphics
Replies: 15
Views: 5092

Re: Battle Stamina Icon Graphics

#2: Create a stamina icon for each character/enemy seperatly and store it in a file Advantage: it would look nice and not require any fancy features of the video engine. Plus it could simply be a cut/paste job from the sprite, so it shouldn't require much work from the artist. Disadvantage: its sti...
by eleazar
Sat Feb 10, 2007 5:20 pm
Forum: Artwork
Topic: Additional NPCs
Replies: 95
Views: 56064

Some sort of helmet would be a great way to indicate "generic soldier." It makes no practical sense, but it's a well entrenched convention that the hero doesn't wear a helmet much even if the rest of his fellow soldiers/knights/whatever do. Also you can put a group of helmeted soldiers together and ...
by eleazar
Fri Feb 09, 2007 6:58 am
Forum: Artwork
Topic: Harrvah Tileset, take 2
Replies: 32
Views: 23247

nice. :cool:
Can you make taller cliffs from these tiles?