Ardent wrote:Just curious: why is the melee attack of a submachinegun pierce? I'd be expecting impact (knocking down somebody with the weapon body).
PapaSmurfReloaded wrote:Here are some pictures of my latest project, Zombie Apocalypse RPG.
norbert wrote:Looks nice so far; details like the knapsack help create the RPG atmosphere.
The horse could use a semi-transparent drop shadow, like the cows have.
Mabuse wrote:very nice papa smurf.
i absolutely like what i see, cine i can sense some potancial -
where did you get the beds from, btw ?
Mabuse wrote:btw, what about adding real-range (if you havent dont that yet) to the firearms, would be surely a very nice thing to have. of course you'd have to spend some thoughts about how it would work (can you move after shooting, how many times you can fire per round, does it cost moves to fire and such)
Mabuse wrote:in any case this looks promising, and if its just for the resources included in the dl.
looking forward to it.
To tell the truth I'm quite short on resources although I'm scavenging from anywhere possible. Wesnoth doesn't have many indoors objects and finding ones that look well with the rest is difficult. I'm lacking tables, desks, a bar for the PUB, stairs going down, wooden doors and other less urgent things. So I guess I'll have to keep looking or just make them.
use the wooden walls instead
interesting. i would like to know how the stairs are going to work in your MOD ? do you need just a "staircase.ITEM" and when stepping on a certain Hex the players are "teleported" to another floor - or do you simply want to make the impression of different heights by using "staircase-terrain" (which would be great to have i think).
sure, more would be useful.
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