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Tricxta 01-08-2013 09:02 PM

http://i.imgur.com/7WCNb.png

Might I suggest change the graphics mode on the trees when you fade them. At the moment it's probably from what looks like it 0 by default.
Change it to 1 for a nice transparency fade. Seems to only happen with some trees though... You don't use a class?
PHP Code:

with(findimg(yourImage)){
  
mode 1;



sssssssssss 01-09-2013 01:07 AM

Quote:

Originally Posted by Gos_pira (Post 1711802)
The menu also had it's categories tiny after I used that "dash" function on the X-button(?). I think some of the problem is because of the observer mode-bar. Because the focus was off after using it so I had to reconnect for everything on screen to be on the right place.

I know that's not really your fault, but for even trials to enjoy the server you'd need to put those factors in when scripting the systems and such aswell.

Another thing is when entering a house. During the load before the screen-flickering I can walk around wherever I like before getting warped so it seems like it lags behind a great deal. It might just be a script that got messed up somehow.

I agree on making it work for all accounts. The focus is off because of the screen shaking, it's a bug I'm still trying to correct. Sometimes the dash will "collide" more than once it seems, throwing the event more than its set to do (or just an extra time period) throwing tiles and focus off. The menu thing I'm not exactly sure except that its changing the screen as well.

The warp is lagged because I scripted it that way. It's on an event, because it had a fade out but that bugged as well, so I just left the event there until I fix it but took out the fade. It's going to pause you for a few seconds giving room for a fade that isn't there or corrected yet.

sssssssssss 01-09-2013 01:09 AM

Quote:

Originally Posted by Tricxta (Post 1711812)
http://i.imgur.com/7WCNb.png

Might I suggest change the graphics mode on the trees when you fade them. At the moment it's probably from what looks like it 0 by default.
Change it to 1 for a nice transparency fade. Seems to only happen with some trees though... You don't use a class?
PHP Code:

with(findimg(yourImage)){
  
mode 1;



We in fact do use a class. Mode is set to 1. The issue seems to be tree tops and npcs that are on level links. That's why only some work. We're probably just going to take it out all together.

Also reconnecting would load that chat box. I'm gonna script to delay to show up so that doesn't happen. it does in fact have a styled gui it's just loading before the profile can despite my server options to load the profiles first

bioboi 01-09-2013 02:40 AM

Really enjoyed this server for the short time I was logged on. Will check back up in a few days when I have more time to give a more in depth critique.

DrakilorP2P 01-09-2013 03:14 PM

This server looks sick. But the windmill is spinning the wrong way; so unrealistic!

xXziroXx 01-09-2013 04:33 PM

The windmill animation is also way too choppy. Smoothen it out plx.

Decus_Arillias 01-09-2013 05:41 PM

Quote:

Originally Posted by DrakilorP2P (Post 1711854)
This server looks sick. But the windmill is spinning the wrong way; so unrealistic!

Quote:

Originally Posted by xXziroXx (Post 1711857)
The windmill animation is also way too choppy. Smoothen it out plx.

I smoothed it out quite a bit a couple days ago. Its using 9 frames instead of 4 now. Check again and let me know ;]

Also i'm going to add some effects to the island surroundings, hopefully that will give off more of a environmental feeling of an actual floating island.

http://i74.photobucket.com/albums/i2..._windmill1.png

DeCeaseD 01-09-2013 08:11 PM

Why would you animate a windmill manually instead of using a rotate script.. ? o_O

smirt362 01-10-2013 12:15 AM

Quote:

Originally Posted by DeCeaseD (Post 1711876)
Why would you animate a windmill manually instead of using a rotate script.. ? o_O

Because it looks better, especially if you have enough frames

DustyPorViva 01-10-2013 01:05 AM

Quote:

Originally Posted by smirt362 (Post 1711900)
Because it looks better, especially if you have enough frames

I can't say for something that needs to rotate as slow as a windmill that frames are the way to go. Even if the pixels aren't crisp, the rotation will be much smoother, which is what something like a windmill needs: it looks much calmer.

xXziroXx 01-10-2013 01:14 AM

Quote:

Originally Posted by smirt362 (Post 1711900)
Because it looks better, especially if you have enough frames



Really now Smirt, really now?

smirt362 01-10-2013 03:38 AM

Quote:

Originally Posted by xXziroXx (Post 1711904)


Really now Smirt, really now?

I can see the lack of crispiness. If that was a salad I'd SEND IT BACK

Decus_Arillias 01-10-2013 05:52 AM

Quote:

Originally Posted by DeCeaseD (Post 1711876)
Why would you animate a windmill manually instead of using a rotate script.. ? o_O

I did it manually because i didn't know you could script things to rotate. Yes, i lack scripting skills ;] pretty neat that you can though. We will try to get small details done before we release the next continent, which should be within 2 weeks from now. We're holding back so that all inside levels are complete for the outside content and i'm hoping to have that done "soon".

Sooky 01-13-2013 10:55 AM

REALLY good server in my opinion, even thought its not even out yet i can see it will go far :)

Crow 01-13-2013 11:11 AM

I'd like to ask you guys to clean up a bit, in terms of content you shouldn't be using. I see you already got rid of our (Atlantis) grass tile, but it's still left in other tiles, like the path edges (grass to dirt tiles). Also, I wonder where in hell's name you got that bush, but I hope you realize that you can't use it. I'd rather not go into detail, but I will if necessary.

Edit: The door, too. Second and third frame of that double door open animation features our (Atlantis) double door. I'm flattered, but please don't use them.


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