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Search found 1039 matches

by Jetryl
Mon Aug 22, 2011 9:41 pm
Forum: Artwork
Topic: Mak Hound Challenge
Replies: 23
Views: 13736

Re: Mak Hound Challenge

:approve: I like it. Namakoro's idea of making it look more "rugged" fixes exactly what I disliked about the top-of-thread concept art, which looks like a cartoon rendition of some modern, dopey-looking showdog. My only thought is that it might look more natural with a much shorter set of legs; it l...
by Jetryl
Wed Jun 15, 2011 1:15 am
Forum: Artwork
Topic: Roots' Art Feedback Thread
Replies: 57
Views: 28925

Re: Roots' Art Feedback Thread

Tweaked the elliptical shapes at the bottom of the column to illustrate my earlier statement about how ellipses never have pointy corners on them.

Top is left as an exercise.
by Jetryl
Wed May 25, 2011 3:46 am
Forum: Artwork
Topic: Roots' Art Feedback Thread
Replies: 57
Views: 28925

Re: Roots' Art Feedback Thread

I realized that we needed some connector images for the counters since we only had vertical and horizontal ones. So, I created the four corner connectors you see at the top left. I created a couple mockups as well, one with a stand-alone counter (ie no walls nearby) for a weapon shop, and another f...
by Jetryl
Wed May 04, 2011 1:03 am
Forum: Artwork
Topic: Roots' Art Feedback Thread
Replies: 57
Views: 28925

Re: Roots' Art Feedback Thread

Image
by Jetryl
Fri Apr 01, 2011 2:18 am
Forum: User Feedback
Topic: Feedback to Project
Replies: 13
Views: 6660

Re: Feedback to Project

I can play the game in a high resolution, but WHY :twitch: are the sprites so small? It is absurd to have a 10x10px sprites on a 1028x768px screenresolution. It looks bad. The sprite have to be at least 50x50px..... The bosses looks good. On these old screenshot you can see a much bigger sprite and...
by Jetryl
Sat Dec 18, 2010 7:01 am
Forum: Music
Topic: Sources of Inspiration
Replies: 34
Views: 32422

Re: Sources of Inspiration

Regarding the same composer who did halo; this earlier game (also by bungie studios, during their "indie" days) was scored by the same gentleman. A lot of it has to do with the narrator, doing a rare bit of absolutely excellent voice acting, but this has stuck with me as easily one of the most epic ...
by Jetryl
Fri Sep 03, 2010 5:12 am
Forum: Other Game Development
Topic: Frogatto & Friends
Replies: 6
Views: 6772

Re: Frogatto & Friends

:bow: On a side note, I want to bring special attention to all of the music in this game, because it was all made by a gentleman near and dear to our hearts.

I believe he's outdone himself.
by Jetryl
Wed Aug 25, 2010 7:20 pm
Forum: Other Game Development
Topic: Frogatto & Friends
Replies: 6
Views: 6772

Re: Frogatto & Friends

This is an example of something that got pushed to post-1.0; cleaning up the background layers for the forest section. Didn't affect gameplay, and was an odious 3-5 night job, so we couldn't justify waiting for it before.

Image
by Jetryl
Sun Aug 22, 2010 7:21 pm
Forum: Other Game Development
Topic: Frogatto & Friends
Replies: 6
Views: 6772

Frogatto & Friends

So yeah, it's done. :D For those not in the loop, it's a platformer/jump-and-run game, which takes design influences from kirby, castlevania, and perhaps a tad from mario (and of course neorice's monster-design sense is influenced by pokemon). Free as in beer on computers, $1-5 on iPhone (depending ...
by Jetryl
Wed Feb 03, 2010 9:10 pm
Forum: General Chat
Topic: "Hi, my name is..." (Introduce yourself here!)
Replies: 227
Views: 167691

Re: "Hi, my name is..." (Introduce yourself here!)

Hi Cloud, nice to see you here. Probably the best thing you could do for allacrost would be animating more monsters. Right now, allacrost has two mostly mismatched sets of images: - a small set of large still images drawn by ex-contributors - a small set of animated images by neoriceisgood (taken fr...
by Jetryl
Fri Jan 22, 2010 3:33 am
Forum: General Chat
Topic: Funny Stuff
Replies: 302
Views: 177738

Re: Funny Stuff

gorzuate wrote:
That was awesome :D
:approve:

http://bash.org/?search=java&sort=0&show=100 top 3 are pure win.

Also, clever:
http://www.youtube.com/watch?v=wZxpojh6_3c
by Jetryl
Sat Dec 05, 2009 11:21 pm
Forum: Programming
Topic: Subversion Commit Log
Replies: 637
Views: 205346

Re: Subversion Commit Log

Kudos to you, rujasu, for dedicating time to the script. We should all be spending more time scripting the story, and less time redoing the game engine and modes. Indeed. This is a very good idea, because this is what turns the thing into an actual videogame; something you can play, find fun, and b...
by Jetryl
Mon Oct 19, 2009 3:41 am
Forum: General Chat
Topic: Funny Stuff
Replies: 302
Views: 177738

Re: Funny Stuff

by Jetryl
Wed Sep 09, 2009 4:48 am
Forum: Programming
Topic: Getting gettext & translation into Allacrost
Replies: 115
Views: 39172

Re: Getting gettext & translation into Allacrost

Aside from the bug on PPC Macs, is the gettext functionality fairly close to being usable at this point? Did we ever get any indication as to how well it works on Windows? If we can get it to work on all non-PPC platforms, that's basically the vast majority, and I'd rather release a demo with local...
by Jetryl
Wed Sep 09, 2009 4:38 am
Forum: Artwork
Topic: My attempts at sprites
Replies: 4
Views: 8220

Re: My attempts at sprites

Wow, I'm actually rather surprised. These are great. In fact they're a notch above placeholders - they're obvious 'frankensteins' (sprites cobbled together from parts of other sprites), but they're done so well that it won't be embarrassing at all to have them in game (it helps that soldiers are mea...
by Jetryl
Thu Jul 23, 2009 11:16 am
Forum: Online Services
Topic: Forum spammers are back
Replies: 49
Views: 20590

Re: Forum spammers are back

Thanks for sharing that info phu. I can't say I am enthusiastic about the idea of moving to another forum. Its a lot of work, and on one here really wants to do that. We (especially myself) have spent so much time in the past dealing with our online services instead of working on the game. I'm at t...
by Jetryl
Wed Jul 15, 2009 4:51 pm
Forum: Artwork
Topic: Item/Weapon/Technique Icons
Replies: 90
Views: 67045

Re: Item/Weapon/Technique Icons

I've been able to get the drunes image to fit by scaling it down to 0.5x (30x30 pixels) in the game. Its really easy to do and it still looks great. I've been doing that for other items in the treasure list and it works quite nicely. I'm about to implement the same feature in the shopping list. Oh,...
by Jetryl
Wed Jul 08, 2009 2:25 am
Forum: Artwork
Topic: Item/Weapon/Technique Icons
Replies: 90
Views: 67045

Re: Item/Weapon/Technique Icons

http://allacrost.svn.sourceforge.net/viewvc/allacrost/trunk/demo/img/icons/drunes.png?revision=1539&view=markup Added a place holder icon. I found a free image here: http://search.freegamedev.net/artitems/view/432733 , fiddled with the coloring, and applied scaling to fit our standard icon size. It...
by Jetryl
Sun Jul 05, 2009 11:36 pm
Forum: Programming
Topic: The Allacrost Video Engine -- Part 5
Replies: 210
Views: 50559

Re: The Allacrost Video Engine -- Part 5

The one good use of scissoring is for menu windows that do not instantly show/hide, but for the ones which are displayed gradually either through a scrolling, unrolling, unfolding, or whatever other effects we create. When we pop up a shop window instead of displaying it instantly like we do now, w...
by Jetryl
Wed Jun 17, 2009 4:34 am
Forum: Ideas and Game Features
Topic: Day/night time and lighting change idea
Replies: 8
Views: 8567

Re: Day/night time and lighting change idea

Alternately, just have two things: 1] a setting for a scene to lock at a given time once it reaches that time. 2] Make time-of-day pass exponentially (actually, linearly might work) faster as you get closer. Really, the only reason to have this instead of just waiting the 6 min of gametime, is becau...