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Re: Painterly Spell Icons part 3
Saturday, March 12, 2011 - 02:00

Very nice set again !

I use some of your icons for my project (there is a thread here : webGL action RPG, but i can't put the link because of spam filter)

Also some icons can be combined to make new ones : eg meteor with fireball + rock (it works at least for the level 3).

Re: Potions
Friday, March 11, 2011 - 03:03

I was looking for potions and came across this.

There is all I want, great job for this nice set !

Re: Low-poly spider (Glest)
Thursday, March 10, 2011 - 04:40

The problem comes from me, I cannot export .blend to md5. I first tough the problem came from your model.

I'll look deeper into this problem, I really want to use this spider :)

Re: Low-poly spider (Glest)
Thursday, March 10, 2011 - 02:13

Nice one ! How did you animate it ? I can't export it to md5 :(.

Re: Low Poly Giant Spider
Thursday, March 10, 2011 - 02:11

She is very nice !!

Re: WebGL Action RPG
Monday, March 7, 2011 - 06:07

@ sueastside : I have browsed some forums, and it seems a lot of diablo players don't like the inventory system, mainly because it takes too much time to optimize the room available. I think i'll do like Pfunked did for FLARE : all items will have the same inventory size. It will be easier to code interactions with the shortcut bar.

Re: WebGL Action RPG
Saturday, March 5, 2011 - 10:43

Glad you enjoy it, and thanks for the positive feedback, it will give me more motivation to continue :).

@ sueastside : Very nice. I love diablo II, and this is exactly what I'm looking for (but with a bigger grid, perhaps 20x10). What's the licence of the code ? I will look deeper into this next week.

@ TheAncientGoat : I'll add a global skill list soon. But the idea is to select skills according to the style you want to play your character. So If you want to play a caster, all casting spells will be in the cast aptitude. If you want to play a fighter, all your skills will be available in the melee aptitude. I will soon add a hint when new skills are available to the character too.

Re: WebGL Action RPG
Saturday, March 5, 2011 - 01:46

Updates for v 0.03:

- Removed the map file, now the map is randomly generated with square & diamond algorithm and is a little bit larger.

- Switched matrix library to glUtils (link is in the credit page) which is a lot faster.

- Added an area concept : the map is composed of various areas linked together by paths. Villages need some improvement thought.

- Added a starting point, with a shrine, when you die you will revive there. Monsters level is now given by the level of an area, which increase with the distance in the graph of the starting point.

- Added cemetery objects, this still need some improvements to make nice graveyards. Added skeleton enemies.

- The drawback of these updates : loading time has increase (between 5 and 10 sec). I'll add a loading screen soon.

 

I think next update will focus on inventory implementation and cross browser compatible drag & drop (I plan using JQuery, for the moment drag & drop works only with chrome).

Re: Savino's Cemetery: Redux
Friday, March 4, 2011 - 06:38

Great ! I need new area types, and a cemetery is a must for medieval fantasy rpgs. I will use it as soon as possible :).

Re: OGA mascot character design sketches
Friday, March 4, 2011 - 00:14

She's nice but honestly, I prefer the current sideviewed mascot which is more videogame themed.

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