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Pilgrim's Road Review
Thanks for the review. It was a fun event and I'm glad people enjoyed what I came up with.
Truth be told, a lot of the reason they look as bad as they do is because I didn't really know what I was doing.
I had zero idea how to use the specularity maps that Fuse provided, my lighting was primative, and this was the first time I'd actually dealt with animated characters. I'm still not very good, but, hopefully if I ever finish the graphical revamp they'll look nicer.
the character models have that old-school feel about them, they are all ugly, but still pretty because of the style that they incorporate.
Truth be told, a lot of the reason they look as bad as they do is because I didn't really know what I was doing.
I had zero idea how to use the specularity maps that Fuse provided, my lighting was primative, and this was the first time I'd actually dealt with animated characters. I'm still not very good, but, hopefully if I ever finish the graphical revamp they'll look nicer.
Pilgrim's Road Review
author=TheRpgmakerAddict
And I am also pretty sure that the author already knew that this game would be even better with a leveling system and more things added
Yeah, the deadlines were pretty strict. I'd like to think I did pretty well, but looking back there were things I could have done to be more efficient with my time.
I actually made a model for the Big Bad Evil Guy, which took a few hours, and actually finding the Megan subplot is way more obtuse than it should have been.
author=TheRpgmakerAddict
I do not know if it was the sequel you mentioned, since there was an armor that looked like the red clothes of the tech-monks here... maybe!).
Uh... if it was this, then, yeah, that'll be how the tech-priests look in the sequel.
If it was this, then, nah, that was intended to be used in a followup to Battlefleet Excalibur.
... I uh, really like ripping off the Adeptus Mechanicus.
How to get rpg maker 2000 to work on windows 10?
Pilgrim's Road Review
Thank you so much for the review. I'm glad you liked it.
I do have some tentative plans for a sequel, as well as a few plans to overhaul this game, so hopefully at some point the general lack of content won't be a super huge issue.
I do have some tentative plans for a sequel, as well as a few plans to overhaul this game, so hopefully at some point the general lack of content won't be a super huge issue.
How to make enemies walk towards you when you get close?
How to make enemies walk towards you when you get close?
The trig stuff would work, but if you just want enemies to walk towards you when you're nearby, I'd check out Kentona's wonderful Proximity Detection for Events tutorial.
It's what I used to get the enemies to walk towards the player in Dirge, so I know it'll work for sure.
It's what I used to get the enemies to walk towards the player in Dirge, so I know it'll work for sure.













