ToME: the Tales of Maj'Eyal

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PostPosted: Fri Sep 30, 2016 2:32 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 641
Oh man. I only updated one half of their code. oops. will fix next update.


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PostPosted: Fri Sep 30, 2016 4:35 pm 
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Archmage

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 441
Location: Monastery of the White Monks
astralInferno wrote:
Oh man. I only updated one half of their code. oops. will fix next update.

Cool. I wasn't totally sure it wasn't something I had mucked up in the Embers add on, so I figured I should mention it to you to look into. Since that's sorted out, I should have the new version up with all of your new races tonight or tomorrow. Also, I added a 'krukcopy' property (set to 'true') to all of the races. Plus, I worked out how to make it so the Kruk versions won't override the standard version if you /aren't/ playing Embers, so the new version won't need to be toggled on and off.


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PostPosted: Fri Sep 30, 2016 11:27 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 641
1.0.7
-Fixed Dying Light/Catalepsy interaction.
-Probably something else?


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PostPosted: Mon Oct 10, 2016 9:22 pm 
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Archmage

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 441
Location: Monastery of the White Monks
I'm having a lot of fun with Radiant. There are a lot of unique mechanics going on and the synergies between light and blight and diseases makes for some interesting tactical play. (The fact that Constitution is a main stat for them makes it a great choice to try out my Naloren rework, too, but that's besides the point :mrgreen: )

So, let me start by saying here that I am, by no means, an artist of any sort. But, I have had a bit of experience working with filters and effects while creating my own talent icons, and I could give the Radiant icons a pass over and touch them up a bit, if you like.

The icons you have now are not bad or anything, I just think they could use a little... something?

I went ahead and did icons for Irradiate and Reactor, so you can see an example. It's not much more than some edge effects, lighting and noise, but I think it makes them look more polished. My new images are in the attached zip, along with your originals, for comparison.

If you are not interested, I won't be offended at all. If you like it, though, let me know, and I can do the rest of the icons for the class, as well. I actually find this kind of work very meditative, but it's also time consuming, so I'll wait for your opinion before I work on any more.


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Radiant Touch Ups 2.zip [227.8 KiB]
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PostPosted: Tue Oct 11, 2016 4:06 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 641
Ooooh.
I dunno by how much, but they're definitely slightly better! If you have the time and motivation, I certainly won't turn down free stuff. :D


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PostPosted: Tue Oct 11, 2016 4:50 pm 
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Archmage

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 441
Location: Monastery of the White Monks
astralInferno wrote:
Ooooh.
I dunno by how much, but they're definitely slightly better! If you have the time and motivation, I certainly won't turn down free stuff. :D


Yeah, I'm certainly no rexo or tre, but I'll do what I can for you. I'm in a bit of a coding lull (just have a little debugging that I'm putting off), so it will give me something to focus on for a bit.

I scaled down the icons because I find that the larger ones end up looking more pixilated when they are resized to fit the UI, but I can keep them at 512 if you prefer?


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PostPosted: Tue Oct 11, 2016 7:18 pm 
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Graphical God

Joined: Wed Jan 05, 2011 8:05 am
Posts: 387
Location: Something like a Springscape (hopefully)
Wut, the icons are displayed at 64x64 max, why make them gigantic (or am I getting it wrong)? Also, before rexo was good at drawing stuff, he has started with a humble beginning, so the more art making people - the merrier :mrgreen: ...

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~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:
~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~


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PostPosted: Tue Oct 11, 2016 9:06 pm 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5436
Yeah, 512x512 is a bit oversampled...

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My feedback meter decays into coding. Give me feedback and I make mods.


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PostPosted: Tue Oct 11, 2016 10:08 pm 
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Archmage

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 441
Location: Monastery of the White Monks
I thought it was a bit large myself, but that's what they were when I extracted the add on. I usually just start with 64x64 image myself, but I'm even more of a noob at this than I am at coding, so I wanted to check first before I resized them all.

I will heed the words of the visual magus and go ahead with it :wink:

On the Radiant front: my Kruk Nalore EoR run was going fantastically until I entered Ruins of a Lost City level 2, where I was greeted by a Radiant Horror and /three/ Worms that Walk. Now I'm kicking myself for not investing in the talents that grant res-pen yet...


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PostPosted: Wed Oct 12, 2016 3:57 am 
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Archmage

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 441
Location: Monastery of the White Monks
Ok, touched-up and re-sized images for all of the new talents that Radiant uses.

Thought it might take me a little longer, but I kind of got into a zone :)

By the way, if you're interested in trying anything like this yourself, I did all of these (and the majority of the icons for my own add ons) using sumopaint.com. It's free, no sign-up or anything, browser-based, and really easy to use. Nearly everything was done by tweaking numbers and sliders on provided tools, because that's about the extent of my artistic capability :P


Attachments:
Radiant Touch Ups.zip [163.05 KiB]
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PostPosted: Wed Oct 12, 2016 3:05 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 641
nsrr wrote:
Yeah, I'm certainly no rexo or tre, but I'll do what I can for you. I'm in a bit of a coding lull (just have a little debugging that I'm putting off), so it will give me something to focus on for a bit.

I know that feel. X_x

nsrr wrote:
I scaled down the icons because I find that the larger ones end up looking more pixilated when they are resized to fit the UI, but I can keep them at 512 if you prefer?

I thought it was a bit large myself, but that's what they were when I extracted the add on. I usually just start with 64x64 image myself, but I'm even more of a noob at this than I am at coding, so I wanted to check first before I resized them all.

Yeah, that's just the size they were when I downloaded them from the icon site. xD

Quote:
Ok, touched-up and re-sized images for all of the new talents that Radiant uses.

Thought it might take me a little longer, but I kind of got into a zone :)

By the way, if you're interested in trying anything like this yourself, I did all of these (and the majority of the icons for my own add ons) using sumopaint.com. It's free, no sign-up or anything, browser-based, and really easy to use. Nearly everything was done by tweaking numbers and sliders on provided tools, because that's about the extent of my artistic capability :P

Awesome! I'll take a look and almost certainly put them in for next update!

nsrr wrote:
On the Radiant front: my Kruk Nalore EoR run was going fantastically until I entered Ruins of a Lost City level 2, where I was greeted by a Radiant Horror and /three/ Worms that Walk. Now I'm kicking myself for not investing in the talents that grant res-pen yet...

:shock:
I think anything but a Lunar Primal Chosen would bite the dust meeting that combo. (Silver damage tfw)


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PostPosted: Wed Oct 12, 2016 4:56 pm 
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Archmage

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 441
Location: Monastery of the White Monks
For future reference: on the page where you choose the colors and download the icon, there are options all the way down in the lower-left (I have to scroll down in my browser) to resize the icon to sizes from 16x16 to 512x512 :wink:
(Pretty sure you're using game-icons.net)


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PostPosted: Thu Oct 13, 2016 6:50 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 641
mind=blown! I'll remember that next time. ^^


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PostPosted: Sun Oct 16, 2016 2:26 pm 
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Archmage

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 441
Location: Monastery of the White Monks
'Unstable Flares' seems like it should not be a detrimental effect. By the time I felt like I could safely use this, I wanted to use it all the time. Since it is instant use and the duration is as long as the cool down, I set it to auto-use. But that messes with resting, because I end up slapping a 'detrimental' effect on myself. I guess I could use the 'when enemies are visible' setting, instead, but it still seems like it is a buff and should be flagged as 'beneficial', even if there's a chance it could damage you.

Also, Chain Reaction seems to behave oddly at times. When it reaches the maximum number of stacks, the explosion goes off, but sometimes this explosions seems to hit multiple times, but not always the same number of times. My computer lags a lot when it happens, so I'm not sure exactly what's going on with it. I'll check it out in dev mode with some dummies to see if I can figure it out, and maybe I can give you some more useful info. Wanted to let you know while I was thinking about it, though.

EDIT:
Eh, never mind the Chain Reaction thing, I guess. I couldn't recreate it. I was probably just overly tired at the time and there was just a lot of AoE light/blight going on at the same time Chain Reaction went off.


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PostPosted: Mon Oct 17, 2016 4:38 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 641
Chain Reaction originally had a bug where it could crit that caused it to go infinite. Shouldn't happen now.
I guess if somehow you generated two crits at once it could cause issues. I don't think the game can handle simultaneous events, tho.

Opinion on Unstable Flares is noted! I'll put it in the 'todo' section and probably forget about it for a patch or two.


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