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k2h - New Dungeon
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Author:  William [ Fri Jan 12, 2007 8:00 pm ]
Post subject:  k2h - New Dungeon

My new 'dungeon' :) C&C Please
Image
The candle has a animation ;)

Author:  Rian [ Fri Jan 12, 2007 8:25 pm ]
Post subject: 

Seems more like a dungeon than a cave, but I <3 your gfx style.

Author:  William [ Fri Jan 12, 2007 8:28 pm ]
Post subject: 

Sonire wrote:
Seems more like a dungeon than a cave, but I <3 your gfx style.

Thanks, guess it's a dungeon. But I kinda mixed cave and dungeon up in my head.. anyway, added the opening.

Author:  DeJaVu [ Fri Jan 12, 2007 8:36 pm ]
Post subject: 

Doesn't really match the sprite, but its still good

Author:  William [ Fri Jan 12, 2007 8:43 pm ]
Post subject: 

DeJaVu wrote:
Doesn't really match the sprite, but its still good

It might be because its darker in the dungeon, should probably figure out how to darken the sprite...

Author:  Robin [ Fri Jan 12, 2007 8:45 pm ]
Post subject: 

PIXEL SHADING

Author:  William [ Fri Jan 12, 2007 8:51 pm ]
Post subject: 

Kite wrote:
PIXEL SHADING

Kite, grow up. Make usefull posts. Maybe you would mind to explain some instead of showing your stupidity by using caps.

Author:  Robin [ Fri Jan 12, 2007 9:07 pm ]
Post subject: 

>.>;;

You asked for how you could make the sprites pixels darker, so I told you how. No need to get mad.

Author:  Xlithan [ Fri Jan 12, 2007 9:13 pm ]
Post subject: 

Yeah i was gunna say more "mine" than cave. You could try making the tiles brighter and using alpha blending to darken everything, that way the sprite will match the contrast of the tiles.

Also, considering the size of the sprite in comparison to the height of the dungeon walls, you may see that it looks better to have higher walls.

Tip: Dungeons, mines etc were usually man-made where as caves are naturaly constructed, usualy by water erosion inside the cave (Probably all I remember from Geography lessons).

Author:  grimsk8ter11 [ Fri Jan 12, 2007 9:40 pm ]
Post subject: 

http://pscode.com/vb/scripts/ShowCode.a ... 6422027545

Author:  William [ Sat Jan 13, 2007 2:45 pm ]
Post subject: 

Kite wrote:
>.>;;

You asked for how you could make the sprites pixels darker, so I told you how. No need to get mad.

Sorry, but don't use caps next times. It has that affect.

GameBoy wrote:
Yeah i was gunna say more "mine" than cave. You could try making the tiles brighter and using alpha blending to darken everything, that way the sprite will match the contrast of the tiles.
Also, considering the size of the sprite in comparison to the height of the dungeon walls, you may see that it looks better to have higher walls.
Tip: Dungeons, mines etc were usually man-made where as caves are naturaly constructed, usualy by water erosion inside the cave (Probably all I remember from Geography lessons).

Yeah, i agree :P I'll try and see if the walls look better if they are 1 tile higher, it might make it look unproportional somehow in my mind. But I test it. Thanks

grimsk8ter11 wrote:

Thanks Grim, I'll check it out.
Edit: Checked it out, gives me some errors upon start. Might go through the code instead to find out how it works.

Author:  grimsk8ter11 [ Sat Jan 13, 2007 10:48 pm ]
Post subject: 

Its DX 8 not 7

Author:  Robin [ Sat Jan 13, 2007 11:27 pm ]
Post subject: 

I think he means the downloadable code doesn't work.

Author:  William [ Sat Jan 13, 2007 11:42 pm ]
Post subject: 

grimsk8ter11 wrote:
Its DX 8 not 7

I have dx9 on my computer, so it should work.

Author:  Robin [ Sat Jan 13, 2007 11:49 pm ]
Post subject: 

Maybe Grim thought you meant you couldn't get it to work with Mirage..?

Author:  William [ Sun Jan 14, 2007 12:49 am ]
Post subject: 

I can't run it without getting errors. But I might be able to figure out whats needed it be ripped to make the sprite darker.

Author:  William [ Mon Jan 22, 2007 9:57 am ]
Post subject: 

Kite wrote:
Maybe Grim thought you meant you couldn't get it to work with Mirage..?
Havn't tried to add it to mirage yet, since I can't get the code running, and havn't felt like trying to get it working since I have a bug with my map editor, that must be fixed.

Author:  grimsk8ter11 [ Mon Jan 22, 2007 11:31 am ]
Post subject: 

You need to init everything as DirectX8 not 7 as a heads up. Dunno if thats what you are doing or not.

Author:  William [ Mon Jan 22, 2007 11:50 am ]
Post subject: 

grimsk8ter11 wrote:
You need to init everything as DirectX8 not 7 as a heads up. Dunno if thats what you are doing or not.

I'll try that.

Author:  wanai [ Wed Dec 15, 2021 7:39 am ]
Post subject:  Re: k2h - New Dungeon

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Author:  wanai [ Thu Feb 10, 2022 3:52 pm ]
Post subject:  Re: k2h - New Dungeon

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Author:  wanai [ Sun Mar 13, 2022 3:40 am ]
Post subject:  Re: k2h - New Dungeon

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Author:  wanai [ Thu Jun 16, 2022 5:06 am ]
Post subject:  Re: k2h - New Dungeon

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Author:  wanai [ Sat Sep 10, 2022 10:55 pm ]
Post subject:  Re: k2h - New Dungeon

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Author:  wanai [ Fri Nov 04, 2022 7:19 am ]
Post subject:  Re: k2h - New Dungeon

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