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Posted: Thu Aug 24, 2006 12:32 am
by PadTheMad
Hi res hell with lo res skeleton bones...

Posted: Wed Aug 30, 2006 1:47 pm
by linflas
back from holidays (Creta is a nice island) :)
$eoub!!! wrote:Quand sera-t'il disponible ?
je n'en sais rien malheureusement car c'est un énorme travail comme je l'ai dit précedemment. mais j'en suis très très loin !
$eoub!!! wrote:Quelle aide substancielle apporter ?
si tu sais *bien* dessiner, j'ai besoin d'objets (des armes, des armures, et de la nourriture essentiellement) avec leur icône et pour gagner du temps, l'idéal serait de me fournir la ligne de code RTC correspondante contenant la position. Par exemple, pour le loup en train d'attaquer :
ADD BITMAP_WOLF_ATTACK FILE=(bitmaps\wolf_attack.png) SIZE=(138,180) POSITION=(0,140) SCALINGS=(6) TRANSPARENT=(FALSE) SHADED=(TRUE)
PadTheMad wrote:Hi res hell with lo res skeleton bones...
but i've already made hi-res bones ;)

Re: [RTC] The Forest of Doom (under construction)

Posted: Wed Aug 30, 2006 2:55 pm
by Gambit37
linflas wrote:Image
In game : footpath to Stonebridge.
Very curious about this screen -- is it walkable by the party or a clever static graphic for setitng the scene and then maybe a teleporter actually takes you to a walkabale path. I can't see how that view is usable for standard party movement?

Posted: Wed Aug 30, 2006 3:50 pm
by linflas
nope, this is only a static flooritem with a teleporter that stops you and displays the text below. i tried to follow the storyline : when you are in the plain at the east of the forest, at north you get to this dead-end because you can't reach StoneBridge by this way.

Posted: Thu Aug 31, 2006 12:17 am
by cowsmanaut
http://www.cowsmonaut.com/plants.zip

you might be able to use these.. resize and whatever them to use in your environment. I just did them quickly from Maya paint effects. Which generated fast dynamic vegittion with the alpha channel intact. so no messy cutting things out from photos.

some are kind of bla looking, but others are not bad.

moo

Posted: Fri Sep 01, 2006 11:40 am
by linflas
thanks cows, Maya's paint effect rulez ! :D
can you make some distorted trees also ? like the in the dark forest in Disney's Sleeping Beauty or SnowWhite ?

Posted: Fri Sep 01, 2006 8:38 pm
by cowsmanaut
I don't think it has any by default.. but I'll see what I can do

Posted: Sat Oct 14, 2006 10:37 am
by cowsmanaut
Image

promised something of this sort a while back.. thoughts?

Posted: Sat Oct 14, 2006 1:02 pm
by Gambit37
Wow, great, a bit Tim Burton. Love the anguished faces in the bark and the outstretched "fingers". Very spooky....

Posted: Sat Oct 14, 2006 1:31 pm
by THOM
I want to play a Demo.........

:cry:

Posted: Sat Oct 14, 2006 8:27 pm
by cowsmanaut
yeah, and about an hour and a half of work that I only pressed save on in this form... and before I got to saving the full size version... crash... :x

Posted: Sun Oct 15, 2006 1:13 am
by linflas
please ssssssssssssssssend !!!!!! :shock: :shock: :shock:

8)

Posted: Sun Oct 15, 2006 2:03 am
by cowsmanaut
that's it right there. the only version I have.. the other one went bye bye when my computer crashed due to MSN being a freak

my stupidity for not saving as I was going along too though.. I should know better...

anyway, you can cut it out from that version.. I know you're good enough with photoshop to do that ;)

Posted: Sun Oct 15, 2006 2:10 pm
by Gambit37
Arse, bad luck Cows. I hate it when that happens, though usually very rare as I tend to save every few minutes these days...

Posted: Sun Oct 15, 2006 3:28 pm
by Adamo
in the case of system crash/HD dead etc, I send my "work files" to my own email post, so I can always get them back. It`s not a big deal when dungeon.dat, graphics.dat and CSBgraphics.dat has all about 1.5 Mb together. Older letters from myself I remove. In the past I used to save my work to the CDs, but since i had tons of them (most unsigned) it became a mess so now i use my own email acount.

Posted: Mon Oct 16, 2006 2:33 pm
by linflas
ok, i will have a bit of eraser work to do...
i think the main forest wallset is done.
adding a few flooritems for decoration is quite fast, but now it's time for monsters, items and icons, the biggest work imo !

Posted: Mon Oct 16, 2006 4:04 pm
by ian_scho
You are going to release an editor for this, of course?... Of course you will!

Posted: Mon Oct 16, 2006 4:08 pm
by Adamo
Ian Scho wrote:
You are going to release an editor for this, of course?...
I though it`s in RTC.. so why to build new editor?
As for the wallsets, Sophia made WHACK app.


@Linflas: as for your cool/agly comparision a lot posts above: you compared two almost identical pictures, that has different size, 350 an 86Kbs. I don`t see any difference between them!
But maybe it`s my ancient monitor ;)

edit: ok, I hardly tried to see the difference, and I found your "ugly" picture cooler !!! :shock:

Posted: Mon Oct 16, 2006 4:18 pm
by ian_scho
Ahh, I thought Linflas was coding it from scratch! RTC is more customiseable than I realise then, with changes or tweaks to the interface.

Posted: Mon Oct 16, 2006 4:26 pm
by Adamo
Ian: with a bit of patience you can change (replace) existing interface bitmaps etc with new ones, along with good resolution and even 32bit colour bitmap.

Posted: Mon Oct 16, 2006 4:31 pm
by linflas
@ian_scho : this is an RTC custom dungeon, like it's said in the title :) i also made an (buggy and slow) editor for wallsets named 'RTCWM' and i'm probably the only one who uses it at the moment !
@adamo : sorry but i prefer smooth transparency :)

oops, forgot to answer to thom :
i could release a demo, there's approximately 2 minutes of gameplay. you see dead wolves, meet the dwarf, walk in the land trying to find a (not already drawn) tower... pretty boring, no ?

Posted: Mon Oct 16, 2006 4:37 pm
by ian_scho
I really must read the titles of these things, rathe than just diving into the forum threads, thx.

Better yet I really must learn how to use the RTC editor, too.

Posted: Mon Oct 16, 2006 4:48 pm
by Adamo
Better yet I really must learn how to use the RTC editor, too.
I think Sophia wrote something like a guide to RTC, but I have no idea where to download it from.

Posted: Mon Oct 16, 2006 9:19 pm
by beowuuf
AAAAAAAAARGGGGGGGGGGGGGGHH! *runs around as if head of fire*

Adamo, there is a sticky thread in the RTC editing forum that says 'Sophia's editing guide'!

*sets head on fire and runs around*

Posted: Mon Oct 16, 2006 10:50 pm
by Gambit37
*THWACK, THWACK* Gambit slaps Beo's head with a wet fish.

Calm down sir. I know what it's like, but calm down. We can't have you super mods burning yourselves up willy nilly now can we? What would we do with a blistered and blackened beo bonce?

Posted: Mon Oct 16, 2006 11:15 pm
by beowuuf
I's a trick to get sympathy ice cream...shhhh

Posted: Thu Nov 30, 2006 6:27 pm
by linflas
First alpha demo, compiled for RTC0.44 !

This is a big file, almost 10MB because I haven't optimized anything except musics but I think the final release will be twice bigger and maybe more ! The engine crashes at the very end and the music is still playing, i guess there must be a bug...
Oh.. and goblins attack themselves, dunno why either !

This demo is the very beginning of the game. When you meet Yaztromo, you have to follow him in his tower and buy a few items and formulas before entering the forest. But i haven't made the shop yet, so this version teleports you immediately into the forest.

Enjoy !
http://www.dmjump.net/FoD-alpha1.RTC

Oh, and i haven't put Cow's distorted tree yet, sorry ;)

Posted: Thu Nov 30, 2006 7:26 pm
by beowuuf
you download link scares me! Do you want me to host your files (I am sure I have lots of filedpace now)?

Posted: Thu Nov 30, 2006 8:05 pm
by linflas
of course ! can you download this one and re-upload it on your site and change the link above, or may i use some ftp access to your site ?

Posted: Thu Nov 30, 2006 8:33 pm
by beowuuf
Done!