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Celtic Minstrel

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Everything posted by Celtic Minstrel

  1. The walkthroughs are also in the Blades documentation on Sylae's site.
  2. Sure, it's easy, but then when you upgrade to a newer version, your modifications will probably be wiped out.
  3. I think the idea is that, when attacking, that magic glow is effectively being "thrown", so it would become a missile. Then I suppose you'll be happy to know that I plan to add a way to import a custom graphic for your PCs.
  4. Looks pretty good now. I'm kind of wondering about that orange thing at the neck, though - it really stands out and looks slightly weird. Would be nice to have additional opinions on these.
  5. Ah, yeah, that's a good point. The large version seems to suggest the hand is under the robe, but it probably shouldn't be.
  6. That does look a lot nicer. It still seems a bit different stylistically from the monster vahnatai graphics, but... I think I can accept it like that. I do think the flame is a bit big though. Also, for it to be a flame is maybe a little too specific; a generic magical glow sort of thing would probably be better. The crystal wall isn't very good at all, sorry. But maybe you expected that.
  7. Heh, you posted at the same time as I did. No, it doesn't sound familiar, but you'd probably know better than I.
  8. If possible though, it would be better to find a non-JPEG version, as using graphics that passed through the JPEG format will not look as good. Note that BMPs are sometimes JPEG as well (especially when uploaded to image hosting services), so if there's really a GIF available, converting that to BMP would probably be the best choice.
  9. You can if you really want, but I don't think we need to do that. Asking to use existing art is quite different from asking for new art. Ah, okay then. That's good. I think this is the first I've heard of that... I looked over the existing monster Vahnatai graphics as well just now, and there are some that sort of slightly support it. Either way though, what you drew looks weird to me when compared to the ones we have already.
  10. Does that mean you didn't actually base it on a BoA Vahnatai directly? We don't want edits from BoA graphics, especially not in monsters, but if it's original and just happens to more closely match BoA in the aesthetic, then feel free to resubmit a tweaked version. Your waveblade wielder looks like his leg is bent backwards at the knee. It's very disconcerting. Also, the position of the sword itself doesn't make sense. It also seems to more closely match BoA than BoE, to me. If you don't quite understand why, take a look at the original BoE Vahnatai graphics here.
  11. Thanks for trying! Hmm, it's not bad, I guess. The arm is abnormally straight, and it looks like there's artifacts around the edges. By the way, you didn't base this on something from Blades of Avernum, did you? The robe's style looks more like Avernum than Exile. Basing new graphics on Blades of Avernum graphics is a bad idea in general (since there's no guarantee that BoA will be open-sourced), but especially bad when it comes to monsters, as BoA monsters are completely different stylistically. So, I'm sorry, but I can't accept this one as it currently is.
  12. Let me just say that what ADoS said above is, pretty much, all entirely true. However, I would like to clarify (and expand on) a couple of things. Regarding the impending release: Yes, it's close to a 2.0 release. This is true. It has been true since maybe March, but it's even more true now thanks to my slow and tedious creation of unit tests (which caught a number of bugs that had been plaguing the project before that). But what does "close" mean? When can you expect a release? Optimistically, I'd like to say "by the end of the year", but that can't be considered anything more than tentative. The way ADoS said it makes it sounds like there's only a few tests left, but that's not the case. Rather, I've finally completed one significant block of tests. There are at least two similarly-significant blocks remaining (one of which is already partially completed). Regarding new core graphics: ADoS said that inclusion of the graphics is at the discretion of himself and me, which isn't exactly false, but conceals the fact that I have more say than he does. I listen to his opinions, but like he said, I'm picky about the art, and generally speaking I won't commit something if I really dislike it, even if ADoS really likes it. Conversely, if I really liked something, I might commit it even if ADoS doesn't like it that much. (This case hasn't happened in practice, probably because ADoS was doing all the art so far, but it's possible it could happen.) I'll also point out that, while much of the art ADoS contributed is (in my opinion) quite good, some of it still isn't up to the quality of the original graphics and thus still needs work (or replacing). There are a few new terrain graphics in particular that I'm not fond of that I'd like to replace (such as the "tent walls" that, to me, look more like a carpeted floor). Besides the minimum four Vahnatai PCs, here are a few other things that would be nice to have: Additional slith/nephil/vahnatai PC graphics. (Additional human graphics are okay too, but less likely to be accepted since there's already a lot of them.) A few new monster graphics (probably just small monsters, though larger ones might be accepted too if they're good enough and fit the game well). Some new talk portraits, dialog icons, and scenario icons. In particular, scenario icons for snow-themed and desert-themed scenarios. It might be nice to have one or two additional missile animation graphics. Item graphics in particular are unlikely to be accepted, unless they're small enough to fit in 18x18. If anyone owns any of the graphics on Pixel Profusion and would like to step up and grant permission for them to be used, that would also be wonderful. Mind you, many of those graphics are not up to the quality of the original core graphics, so giving permission does not mean they would be used. Still, I recall seeing some nice ones on there that weren't by Luz. [*]Regarding Luz Piazuelo and Andrew Hunter: It's true that there has been some attempt to get permission for the E3 graphics and some of Luz's graphics. If anyone knows another way to contact Luz or Andrew, both ADoS and I would like to hear of it.
  13. I'm not sure what you mean about not being cleared properly - perhaps a screenshot might help me understand? In a certain sense the screen is never actually cleared, only drawn over, but since it's drawn over with that background pattern, there generally shouldn't be any artifacts left over...
  14. The only things a failed shader would cause is chunks out of walls, pits, and water. If there's a shader problem you should also be able to see it in the bladeslog, which for Windows can be found at "%APPDATA%\Blades of Exile" (just press Windows+R and paste that in). On the Mac version it'd be in Console.app somewhere.
  15. And now, yet another release! This one includes lots of new graphics, thanks to ADoS. In particular, the new status effects and the party status effects finally have icons made specifically for them (rather than placeholders grabbed from Blades of Avernum). Download: Mac | Windows | Windows installer | Documentation (note that the installer includes this) Note: There may still be a few minor issues with the uninstaller; some things might not be removed properly. However, using the installer has the advantage of letting you double-click BoE saved games and scenarios.
  16. I see. Maybe I'll put it on the list of things to do eventually, then.
  17. Is this based on the old Win32/ code or the new SFML-based code? If it's the latter, I might be willing to accept a patch or pull request (provided it affects the editor only and not the game training dialog).
  18. Sorry, I don't have code for Exile III, only for Blades of Exile.
  19. It seems I had a pippen.exs in my old BoE scenarios folder, so I've sent that off.
  20. Though the archives are corrupt (or, incomplete), they still contain index information, so I was able to determine the filenames. AClaim.exs spearcdt.exs pippen.exs, portents.exs, and zedit.exs
  21. As Lilith said, armour reduces physical damage only (this includes undead and demon damage, which I've considered removing in Blades of Exile).
  22. Isn't the Junk Bag meant to be a dumping ground for things you don't want, so that you can sell them later with a single click? I don't think something like that needs sorting or more interface space.
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