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Posts
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Posts posted by Skhorn
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On 4/10/2020 at 3:43 PM, Lion.Kanzen said:
Volviste , que tal Colombia y la cuarentena?
Pues hombre, aca estamos cogidos de los huevos, la economia detenida, jodida, la pobreza estallando y los politicos robando las ayudas para el covid jajaja, pero se sobrevive, por alla que? como van?
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On 6/9/2019 at 4:55 AM, Stan` said:
@Skhorn as well.
Can't deny I miss making unplayable maps, but time is not on my side
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7 hours ago, MonacoScalzo said:
Can you share the maps? i was working on a similar project and i'm so curious
https://github.com/Skhorn/0AD-map-pack/tree/master/acropolis-of-athens, Beware, it may crash on start up
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Well, this is not part of the official team, but you migth be interested
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On 5/21/2018 at 11:07 PM, Alexandermb said:
@Alexandermb Sorry for the late reply, you could add some stone benchs outside with crates or barrel, otherwise it looks pretty nice!
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On 5/10/2018 at 7:58 AM, Alexandermb said:
Are those the ones you @Alexandermb proposed as cheat unit? Would be awesome!
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3 hours ago, Sundiata said:
@Skhorn check this guy out showcasing Napata around min 7.29
Nice! It doesn't seem to be that lag as i experienced... Well, still it needs more details
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@vladislavbelov can we some button to group object in-atlas without doing the grouping templates manually? Can we save those grouped objects?
Can we have an add units in other animation than idle? Sometimes mappers (not-me) make huge maps with a lot of objects, running the game becomes virtually impossible and a sure kaput, thus, whenever the mapper wants to make a little showcase of the map it has to cross-fingers and move/order units slowly to give the feel they are moving or doing something. So, what i ask, is: Can we have a units placer while on a different animation stance without having to simulate the map?
Can we have a favorite list of objects? Or some sort of panel that indicates which objects are placed? Perhaps even a counter could fit well too
Can we have terrain brushes with more settings and variations? Like triangles, polygons where we can add more axis
Is it possible to reduce the size of the squares on the grid? Don't know if the size of each square it's used by the path-finder, but i think if each square were half the size or lesser, terrain brushes or paint brushes could allow to more or better modifications of the map, or at least it could give a smoother transition between different paint textures.
Sorry don't know how to explain this very well, neither i can't make an example using atlas, neither i don't know the implications of the size of each square in the grid, don't know if it is performance or path-finder...
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@Sundiata I'm still specting that supra introduction thread, where you were going to show Napata .
Btw, reading what you wrote gave me the chicken skin or that feeling... the chills? Don't know the translation, aynway, thank you for doing the first move last year with those awesome posts!- 1
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I think the barracks and the blacksmith seems weird, although you could leave those and make another variation, specially the blacksmith could be placed near walls. But on regular city buildings does not seem to fit, what if you remove the walls and add more random blacksmith props?
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Off topic: I won't point any finger to someone (@wackyserious) neither i'm gonna say names (@wackyserious) but have you thought on remaking the atlas paint textures?
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Stupid comment: First time i saw the name of the movie years ago, i thought it was related with the IP protocol as it was spelled: Ip man. Nevertheless, worth watching the movies
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Nice! Now i can rebuild constantinople!!!
Is it possible to have this?
https://en.wikipedia.org/wiki/Hagia_Sophia- 2
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22 minutes ago, Alexandermb said:
Could be an upper cut, i'm trying to imagine one slash strong enough to cut the throat but whitout compromising the weak spots.
Spoiler -
On 3/4/2018 at 12:37 AM, Alexandermb said:
I think the third slash needs to be more powerful, it seems quite like a gently touch. Like dude, let me cut your throat gently
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13 minutes ago, balduin said:
Are the technical game mechanics (triggers etc.) already supported by the underling Pyrogenesis engine and 0 A.D.?
They are, but not certain at what point, but surely we will use them. Check this if you are not aware of it https://trac.wildfiregames.com/wiki/Triggers, besides there are a few maps using them. But to be fair, we haven't got to that point, so any task/possible trigger use said right now might change in the future.
13 minutes ago, balduin said:Is the goal of this project simply to show case the capabilities of the engine and to make a nice campaign or do you still have to implement a larger portion of triggers and other game mechanics as well?
The goal of the project it's to have a playable campaign, not limited to destroying/wiping the enemy. We will use triggers, but not implement more, we are not programmers nor is in our scope, we might ask help from the devs team in any given situatio|n relating to triggers/core game.
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Messana
Inside the map (It's already finished, minor details were done, but its subject to changes)
Spoiler- 8
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On 2/25/2018 at 12:50 PM, Sundiata said:
"After failed negotiations to end the war with Kush, and the "accidental" death of prince Akinidad...
Quote... hostilities reopened and Gaius Petronius at the head of a large legion, pushed on to Napata, to face the treacherous cult of Amun and the Napatan temple guards as well as a bunch of really pissed of townspeople..."
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Perhaps they are spying us
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Spoiler
A new kingdom it's coming(?)
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1 hour ago, stanislas69 said:
No, I just saw the statues in the post above sorry...
EDIT : Committed.Thank you!!!
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I don't know if this is offtopic, but i would like to suggest a new cattle for the game: Cows. Given the cows hide shield
Spoiler- 1
===[COMPLETED]=== Terrain and Map Overhaul (Milestone: Alpha 25)
in Official tasks
Posted
Would love to make an unplayable map with those new textures, @wowgetoffyourcellphone in which repo are you uploading it? Or how can I use them?