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Messages - Boba Fett Link

41
General Discussion / Re: Screenshot Thread
July 07, 2012, 12:17:37 pm
The RTP's viewpoint only shows walls facing down. Look at one of the cave tilesets to see my point.

The walls facing down are visible, the left and right aren't, and the up ones are passable because they block the player's view of the ground.

Your walls are visible from both the left and right, and based off the corners the up ones aren't passable.
42
General Discussion / Re: Screenshot Thread
July 05, 2012, 02:42:10 pm
The wall around the lower portion of the map looks strange. It doesn't fit with the RTP's viewpoint.
43
Entertainment / Re: 8-bit landscapes
June 14, 2012, 12:27:30 pm
 :twitch:

That...is...AMAZING!!!
44
Resources / Re: Battlefield Tileset Project
June 07, 2012, 12:36:55 pm
Well, I wouldn't say its camo green. More like light blue. But I do still like it.
45
Entertainment / Re: Dropbox made me lol
June 07, 2012, 12:33:16 pm
 :O.o:

My question is, did you actually grab one? I would have.
46
General Discussion / Re: Screenshot Thread
June 05, 2012, 09:12:42 pm
@GrimTrigger

Nice maps! One thing I don't like is that long waterfall. It looks a little bland. Maybe break it up with some cliffs and make it so that not all of the sections of it are at the same level.
47
General Discussion / Re: Screenshot Thread
June 03, 2012, 08:18:32 am
Yeah, it is a little cluttered.

Maybe make the circles smaller?
48
General Discussion / Re: Screenshot Thread
June 02, 2012, 08:39:20 pm
Quote from: GrimTrigger on June 02, 2012, 05:52:07 pm
I would definitely recommend getting a master tile set so you can have more diversity in vegetation.


I wouldn't suggest a master tileset as larger tilesets increase lag. However, you can combine a few tilesets to get more variaty.

Overall, the maps look great!
49
Recruitment / Re: ABS Actor Needed!
May 31, 2012, 02:31:07 pm
What style do you need? RMXP RTP style? It might be helpful to know.
51
General Discussion / Re: Screenshot Thread
May 28, 2012, 03:48:46 pm
Yeah, the weeds on the grassy part look fine. I tend to put tons and tons of those weeds on there, usually in large clumps.
52
General Discussion / Re: Screenshot Thread
May 28, 2012, 02:55:09 pm
Maybe there's some other junk you can throw on the sand instead of the weeds. (They are weeds, aren't they? That's what they look like.) Maybe some of the small rocks/gravel? I think their on a different tileset but you can add it easily.
53
Script Troubleshooting / BABS Shockwave Skills
May 28, 2012, 10:54:09 am
Is there a way to allow the player to use a skill, such as a shockwave, even when there are no targets in range?

I know that setting the target to "All Enemies" will only allow you to do the skill when enemies are in range, and setting the target to "None" allows the player to do it at anytime (but the skill won't do anything).

So is this possible?
54
General Discussion / Re: Screenshot Thread
May 28, 2012, 08:45:50 am
Wow, those maps look nice! *thumbs up*

However, I do think those trees with all the roots are ment to be in the water, but I might be wrong.
55
General Discussion / Re: Screenshot Thread
May 26, 2012, 09:04:26 am
Quote from: MarkHest on May 24, 2012, 11:56:21 am
It's nice to have some space to walk around in, right? I personaly don't think that every map have to have a detail put out between every 3th frame and i like when it's open and free.


I agree. When mapping I always struggle with overfilling my maps but then not having enough room to do anything in. Its even more important in a BABS game because you need room to fight.

Quote from: Tuggernuts on May 25, 2012, 11:15:19 am
Look, since clearly nobody else is going to say it as bluntly/obviously:
The giant green statue looks very bad mixed in with the RTP, and a different color isn't going to do anything to help.


That is what I was trying to say.
56
Entertainment / Re: Darwin was wrong
May 23, 2012, 05:34:10 pm
So true.
57
RMXP Script Database / Re: [XP] Blizz-ABS
May 23, 2012, 05:31:26 pm
 :yesmaster:

Okay. I don't have the manual in front of me so some of these tags might be off.

To keep an enemy from moving add the \move tag to events name.

You can also change the enemy's alignment to a lifeless object by add ing \g[n], where n is the ID of the lifeless alignment. There is one already set up in the default Blizz-abs Config.

Next time, though, check in the manual first. It has all this stuff and more.
58
General Discussion / Re: Screenshot Thread
May 21, 2012, 01:50:30 pm
The giant green statue looks very out of place.
59
Script Requests / Re: ُEnemy can use items
May 18, 2012, 06:27:39 pm
Couldn't you do effectively the same thing with skills? Just limit their MP.
60
Resource Database / Re: High Mountains Tileset
May 17, 2012, 05:52:18 pm
Looks pretty nice! It gives you some variety too that most RTP tilesets don't have!