Search found 209 matches

by sparr
June 11th, 2007, 7:21 pm
Forum: Art Contributions
Topic: How to rotate pixel art without blurring
Replies: 17
Views: 6399

for very slight rotation, up to maybe 10 degrees, you can consider using a shear/skew. beyond a few degrees you end up with stretching problems.
by sparr
December 15th, 2006, 2:02 pm
Forum: Strategies & Tips
Topic: HttT + Mages only + Hard + No Loss - NO (still cool replay)
Replies: 13
Views: 3045

RTW will be trivial. Get one of your loyal cavalry onto the city island, teleport a half dozen silver mages in. Game over.
by sparr
November 14th, 2006, 11:37 pm
Forum: Website
Topic: Goto Page (X)
Replies: 10
Views: 3087

I don't have a phpbb install to make a mod with currently. I'll keep that in mind for a future quickie. For now, you can use this bookmarklet: javascript:N="start="+((C=window.prompt("Jump to which page?", "1")-1)*15); if(C>-1) { R = /start=\d*/; if (R.exec(location.search)) location.search = locati...
by sparr
November 6th, 2006, 7:22 pm
Forum: Art Development
Topic: Neorice's first tiles; Dungeon Walls
Replies: 67
Views: 29512

should make versions of the mine wall with and without the lamp, then randomly place lamps every few tiles.
by sparr
October 31st, 2006, 9:40 am
Forum: Ideas
Topic: IDEA: Delay Recruit.
Replies: 18
Views: 2264

I have to ask, what is the purpose of this? What do you want to accomplish by undoing recruits? If you can't see the traits then why would you undo?
by sparr
October 18th, 2006, 3:14 pm
Forum: Ideas
Topic: Saving wasted movement points. Balance quick trait.
Replies: 32
Views: 4238

I don't really see a need for it, also because the faction balancing is based on the present way of movement. First you have to assume that the current factions are balanced based on the current system. Through trial and error over the years this is probably true. Second, it seems evident that the ...
by sparr
October 16th, 2006, 6:16 am
Forum: Ideas
Topic: Saving wasted movement points. Balance quick trait.
Replies: 32
Views: 4238

Saving wasted movement points. Balance quick trait.

My idea is thus: A unit can save movement points. Saved movement points can only be used to move the first hex of a turn, and only if the MP cost to move into that hex is less than the number of points that were saved. This may sound complicated, but it succinctly addresses almost all of the concern...
by sparr
October 15th, 2006, 6:09 pm
Forum: Developers’ Discussions
Topic: terrain graphics probabilities
Replies: 1
Views: 2691

terrain graphics probabilities

The current terrain-graphics.cfg controls the probabilities for random terrain tile images. Variations, details, etc. Looking at the contents of the file, it seems that some of the WML authors and/or graphics people did not understand the workings of multiple rules with probabilities. In some places...
by sparr
October 13th, 2006, 2:44 pm
Forum: Technical Support
Topic: Small Tile Display Bug
Replies: 9
Views: 2068

Sapient wrote:Not all terrains are supposed to be placed next to all terrains.
I believe I would categorize that as a 'bug'.
by sparr
October 13th, 2006, 12:48 am
Forum: Technical Support
Topic: Small Tile Display Bug
Replies: 9
Views: 2068

without looking, im guessing theres one misbehaving rule here... the rule for castle-south-of-anything is drawing the two towers on top of the cave wall, despite the castle-south-of-cave rule(s) already having properly added castle-cave transition on that side of the castle hex.
by sparr
October 12th, 2006, 3:13 pm
Forum: Coder’s Corner
Topic: Exposing more terrain+unit information to WML
Replies: 30
Views: 7057

I think it would be nice to have access to that information in WML. On my tides maps, where water moves around and changes depth, it might be an interesting idea to make units that arent allowed to enter deep water drown (take damage, or die, or suffer some larger penalty) if they find themselves in...
by sparr
October 11th, 2006, 1:45 am
Forum: Ideas
Topic: Terrain alias idea: Canyon with stream
Replies: 6
Views: 1091

After investigating, I do not think this is truly viable. Rules only cascade in three directions, so in theory you could have a water chasm as long as it never turned back towards the body of water it started in (to the north/west), but that would be hack-y imho.
by sparr
October 10th, 2006, 2:46 pm
Forum: Ideas
Topic: Terrain alias idea: Canyon with stream
Replies: 6
Views: 1091

I think I am going to take a crack at implementing this... For a mapper, it would be as simple as doing water-chasm-water-chasm-water. I believe this transition is currently a "no-no", so I expect adding a rule to use a custom graphic for both hexes shouldnt break any existing maps.
by sparr
October 10th, 2006, 2:47 am
Forum: Multiplayer Development
Topic: New [map] BBCode tag
Replies: 31
Views: 8177

because ( is not (was not at the time of writing the code) a valid map character
by sparr
October 10th, 2006, 12:39 am
Forum: Multiplayer Development
Topic: New [map] BBCode tag
Replies: 31
Views: 8177

no, i dont seem to be able to find the one in question. maybe im just crazy.