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Everything posted by Wijitmaker
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How cool is that - nice work Philip
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IMHO the crenellations look odd in general, chunky/blocky and cartoony. What was the inspiration? Was it sources like this? http://www.touregypt.net/featurestories/fortresses.htm Maybe if the scale was smaller it would look better?
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I agree - and nice work Tomas, looks fantastic. It would be neat to see a battle horse in the scene as well
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The actor probably just needs to be tweaked. There is an animation that exists for cavalry spearman. http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/animation/cavalry/spear/attack
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Pathfinding yet again: NavMeshes
Wijitmaker replied to MattFox's topic in Game Development & Technical Discussion
I tried this morning to find the name of the former ES employee that offered to be a sounding board for AI related ideas/issues that 0 A.D. was coming into but I can't seem to find him. It might have been Pottinger or Pritchard, but I can't remember... But, I did come across this while doing old searches on the forums. Probably isn't anything you guys don't already know about though... http://wildfiregames.com/users/code/resources/divisions/Graphics/Resources/terrainanalysis.zip -
Logos: 0 A.D. - Empires Ascendant, Pyrogenesis
Wijitmaker replied to Mythos_Ruler's topic in Art Development
Yep, there it is - the letter "A" mirrored -
Logos: 0 A.D. - Empires Ascendant, Pyrogenesis
Wijitmaker replied to Mythos_Ruler's topic in Art Development
It is a starwars font, I could dig it up if you really have to know - but it would take me a bit of time. -
I love the tweaks for the aircraft, did this get incorporated? Would be great for http://www.moddb.com/games/rogue-republic I'd hate to see pyrogenesis loose this developer.
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Logos: 0 A.D. - Empires Ascendant, Pyrogenesis
Wijitmaker replied to Mythos_Ruler's topic in Art Development
Fun facts - the pyrogenesis "logo" was a single character from a font. It was intended to be similar in look to the Chinese wildfire games character. I think the name was selected by a team vote at the time when we were using greek to name certain aspects of the game - like Atlas and Odysseus. It's prior name was prometheus, which we found out later was already used. I think before that it was briefly called omicron. "New Fire" was what it was supposed to mean, loosely following the wildfire moniker. I think the attached file is the original .max file for the 0 A.D. logo (guessing based on file name). logo.zip -
Have you guys reviewed wfg's data? http://www.wildfireg...showtopic=13784 http://www.wildfireg...showtopic=15089 Making reports like this: http://feedback.wild.../report/opengl/ http://feedback.wild...ic/cpucaps.html http://zaynar.co.uk/0ad-pub/performance-20100306.png http://zaynar.co.uk/0ad-pub/ram-20110401.png Like wraitii suggested - hard data is the way to go. It will help you make the call one way or the other and you'll have the data to back up the decision. Also worth a read: http://www.wildfiregames.com/forum/index.php?showtopic=14419&pid=217338&st=0entry217338
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Have any screenshots? For fun and old time's sake
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It also was intended to protect your domestic animals from being immediately stolen and taken away by the enemy.
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Q for you How are you coming with animation. Did the sample file I sent you help?
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Nice work, the straight on shots are great! Good job
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If you have a polarized filter it works great to help cut down on reflections as you take photos through glass. If you have a steady hand and a fast shutter, try to avoid using a flash when possible. Coins, close ups of artwork (pottery, metal working) would all be useful. Looking forward to seeing what you come up with.
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I'm a big BFME fan and LOTR fan WFG used to have a division of sorts working on a LOTR game based on the same game engine that 0 A.D. now uses. Lack of participants and fears of lawyers eventually stopped the development. Remnants are found here: http://www.wildfiregames.com/tla/ What elements of BFME's gameplay are you interesting in preserving? Things that you'll notice off the bat that 0 A.D. doesn't have is... a strategic map view, groups of units (we have formations, but unit behavior is more individual based in 0 A.D.), units walking on walls, and power points. Additionally, I don't believe that experience and stamina have yet been re-implemented since the engine rewrite years ago. Your artwork looks great, I think you would find the game engine fairly easy to mod for artwork.
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User Interface concepts
Wijitmaker replied to Pureon's topic in Game Development & Technical Discussion
Well stated by the Project Leader -
Water level and Boats floating realism
Wijitmaker replied to Ludo38's topic in Game Development & Technical Discussion
Yeah, I'd keep the solution simple. Just lower these particular boats down into the ground plane a little bit more and re-export. The water won't go over the "deck". I don't think opened hulled fishing boats are worth the realism and extra tax on the gpu. Boats and water look outstanding IMHO: http://www.wildfiregames.com/forum/index.php?showtopic=16669&st=200#entry266077 -
The art team has a closed branch of SVN that they store all their original assets in. If you have something in mind, I'm sure one of the folks here could point you to it's location on our server and share it with you.
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I just payed our server fee. Current balance is: $5,650.70 USD
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Portable 0.A.D with C#, .NET, Windows 8 Modern / RT
Wijitmaker replied to mahdi's topic in Applications and Contributions
Awesome work my friend. A few questions. The 0 A.D. development team has discussed abandoning some of the old rendering code. I wonder if this might affect your efforts? If your playing 0 A.D. on a tablet with a touch screen how do you do a right click command like a mouse would do? I'm excited to try this in the future -
I know there was some recent discussion about this... but what about allowing the currently flat sea plane to have an elevation map. I'm sure you would up the number of quads, to render - but I guess polygons aren't a bit deal anymore. You could have a toggle in atlas to modify either the terrain elevation with the tools - or the water elevation. This seems to be a relatively simple of a solution. I know someone must have thought of it before and there might be some cons. I don't know why it just occurred to me now after all these years.
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This is the best I think we have: http://www.wildfireg...ritomartus3.jpg Shoot Brendan an email though - I bet he would be excited to see how your using his art and happy to give you a higher quality image. http://brendankeough...ge24/index.html (email at the bottom)