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  #16  
Old 04-05-2004, 10:12 PM
NeoJenova NeoJenova is offline
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I would help if my gfx skills were not so horrible.


(Yes this post was of no help and didn't contribute to this thread or the purpose of this thread, but I posted it anyway)


Fun Fun
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  #17  
Old 04-07-2004, 11:10 PM
alarid0 alarid0 is offline
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Quote:
Originally posted by haunter


I don't think he really cares dude. You don't have to keep explaining... 0.o;
he isn't really explaining either o_O hes being very vague...seems to me he really does want to tell- just waiting for somebody to ask
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  #18  
Old 04-08-2004, 01:45 PM
thelostviking thelostviking is offline
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Here are the first results:
Tiles by Donald Shimoda, thx donnie

The level looks a bit wierd but its just to try out the tiles a bit, their great to work with.
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  #19  
Old 04-08-2004, 01:54 PM
WanDaMan WanDaMan is offline
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Lookin' great, nice work you two
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  #20  
Old 04-08-2004, 02:24 PM
thelostviking thelostviking is offline
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Feel free to post comments.
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  #21  
Old 04-08-2004, 02:36 PM
WanDaMan WanDaMan is offline
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Make the door top right a bit bigger..
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  #22  
Old 04-08-2004, 02:36 PM
ZER0_H0UR ZER0_H0UR is offline
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I think you should darken the sand up, seems too bright. Also you need some little things laying around, like corpses, or impaled heads etc.
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Originally Posted by Monkeyboy_McGee
KK fien, but, i am no troll
*Goes back to his little stool under a bridge, just incase any sheep come along*

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  #23  
Old 04-08-2004, 03:26 PM
Taharu Taharu is offline
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ii agree about sand needing to be darkened...its supposed to be a dark area with torches lighting the way so the ground shouldnt be as bright. as far as corspes....not necessary personality i dont want it
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  #24  
Old 04-08-2004, 04:13 PM
busyrobot busyrobot is offline
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I quite like them, sand is a bit bright yes.

I recommend taking the wall tiles, the lowest brick areas, and add more definition - they look photoshoped rubberstampy. Just a bit blurred, more like a

Also, try erasing the sand at the base of the walls, and drop some actual sand tiles on a lower layer and apply it over.
(if if you are using a non-layer gfx editor, that can handle transparency, make a gfx same size as wall tiles but all sand, rub out the sand that is in the wall tile areas at the base, then copy/paste over sand tile img, to get smooth sand up to base of wall effect)

These are just suggestions, and not to imply you don't know these tricks, I just went into detail because that method makes it pretty easy in case you weren't aware of it.


Good work, I can't wait to be fighting monsters in there.
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  #25  
Old 04-08-2004, 04:23 PM
davidpsy davidpsy is offline
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Hows this...
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  #26  
Old 04-08-2004, 04:31 PM
Myomoto Myomoto is offline
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Ha! That's fricken' sweet donald XD
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  #27  
Old 04-08-2004, 04:34 PM
davidpsy davidpsy is offline
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Quote:
Originally posted by Myomoto
Ha! That's fricken' sweet donald XD
Heh I was thinking about putting the jaw bone around the waist of the gold armor to make it look like this guy was mangled by some bararic beast but I thought the hole in the skull was enough.. XD

So I just desided to leave the jaw bone out..
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  #28  
Old 04-08-2004, 06:14 PM
ZER0_H0UR ZER0_H0UR is offline
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Daddy likes sully up the armour a bit, though.
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Originally Posted by Monkeyboy_McGee
KK fien, but, i am no troll
*Goes back to his little stool under a bridge, just incase any sheep come along*

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  #29  
Old 04-08-2004, 06:25 PM
thelostviking thelostviking is offline
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=P i love the corpse, respect you should go to police for drawing stuff of the place where a crime happened.
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  #30  
Old 04-08-2004, 08:38 PM
Dach Dach is offline
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Quote:
Originally posted by ZER0_H0UR
Daddy likes sully up the armour a bit, though.
Yes, the armor looks too crisp compared to the style of the skull. It does look good I have to say (not that I'm fighting it).
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