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WIP: Ronins
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BlastedEarth




Joined: 05 Oct 2009
Posts: 243

PostPosted: Wed Apr 09, 2014 4:27 pm    Post subject: Reply with quote

Tested it, that is perfect! hahahaha

edit: eh... weird, still the same, first cast still doesn't do the revenge attack, but it happened once though... anyway it's alright for now hehe

edit: it did happen when I posted the first message ^_^

edit: it happened because the hero was attacked before the defensive stance was cast, so yeah it won't work during first turn eh
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BlastedEarth




Joined: 05 Oct 2009
Posts: 243

PostPosted: Tue Apr 22, 2014 9:53 am    Post subject: Reply with quote

This is almost like the 3/4th setup only you can see the side of the buildings and there is a small convergence to some uniformly alligned vanishing points. I think it looks good but do you think it might be too weird? I'm thinking of using this setup for 'outside' scenes...

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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3228
Location: Matakana

PostPosted: Wed Apr 23, 2014 8:13 am    Post subject: Reply with quote

"Parallel/aligned vanishing points" is actually no vanishing point at all. It's like you're looking at the whole scene from an angle, and without vanishing points, I feel, looks less realistic. However it's similar to an isometric style in that there's a clear 3D positioning of objects in the scene.

You seem very intent on having some 3D effect. Well, my personal preference is against that style. Maybe because I can only remember seeing it used in games that had unimpressive graphics. But I think you need a second opinion here.

You can get 3D effects in other ways, like the background in this image:

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Crown




Joined: 30 Oct 2008
Posts: 30

PostPosted: Wed Apr 23, 2014 10:52 am    Post subject: Reply with quote

I don't necessarily dislike 3D effects although I do agree that it does look fairly jarring. I think it would take a very consistent and well polished style to make it work. Also, this may be just me, but I find it odd to look at when you see the sides of buildings coming from the left side of the building. I would much rather see the mirror image where you see the depth on the right side of the building. If that makes any sense.
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BlastedEarth




Joined: 05 Oct 2009
Posts: 243

PostPosted: Wed Apr 23, 2014 6:30 pm    Post subject: Reply with quote

@Tmc, which part of this picture do you mean... The pink sky and the mountains? Or the map itself with the house and the trees and paths?

@Crown: Interesting... Why do you prefer the mirror image?
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3228
Location: Matakana

PostPosted: Wed Apr 23, 2014 7:00 pm    Post subject: Reply with quote

Yes, I mean the sky and mountains. Actually I think there's something odd with that image, somehow the part that the top building is on doesn't look much higher than the rest. I think it's because the shading of the trees and bushes is the same everywhere, forming a flat area, whereas normally slopes will have different shading over their surface. There's not enough disconnect between the higher and lower ground.
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BlastedEarth




Joined: 05 Oct 2009
Posts: 243

PostPosted: Wed Apr 23, 2014 8:02 pm    Post subject: Reply with quote

Oh those... I agree about the flatness in this image, it's not complete afterall but I was planning to improve the colors on that if I were to use it. Hmmm, I have made one room but It was built from the map maker out of single tiles. I thought that approach was much more economical. Is there a way to export an entire map made in ohr? Thanks
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3228
Location: Matakana

PostPosted: Wed Apr 23, 2014 11:03 pm    Post subject: Reply with quote

Do you mean to export the map as an image, or to export a map so it can be reimported into the engine?

I've been meaning to add an option to export maps as .bmps. The easiest method is just to take a screenshot in the map editor or in-game. Hint, if you use a nightly and remove gfx_directx.dll before running game.exe or custom.exe, then you can resize the window to see more of the map (by dragging the bottom right corner), then take a screenshot.
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BlastedEarth




Joined: 05 Oct 2009
Posts: 243

PostPosted: Thu Apr 24, 2014 4:18 am    Post subject: Reply with quote

TMC wrote:
Do you mean to export the map as an image, or to export a map so it can be reimported into the engine?

I've been meaning to add an option to export maps as .bmps. The easiest method is just to take a screenshot in the map editor or in-game. Hint, if you use a nightly and remove gfx_directx.dll before running game.exe or custom.exe, then you can resize the window to see more of the map (by dragging the bottom right corner), then take a screenshot.


Hi, that's a neat hidden feature haha. Well, it would be nice too to export entire maps as bmps!

Here:
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3228
Location: Matakana

PostPosted: Sun Apr 27, 2014 1:48 am    Post subject: Reply with quote

That's a very nice art style!

One thing I notice is the lack of shadows. Is everything going to be like that?


Window resizing is only hidden because it's in-progress.
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