dracflamloc on 21/6/2004 at 17:40
Can you do background art or tiles? I think hewer is doing a good job with the thief animation so far. Static objects like creates and such need to be done as well.
Kompi on 21/6/2004 at 20:36
Kindof I guess? I'm not as good at those, though I could give it a try. Need to know whot dimensions to use though, and whot kind of color hues and brightnesses yeh'd want so I have some idea whot kind of colors to use.
henke on 21/6/2004 at 21:08
Oh, this thing... riiiight I think I said something crazy about making some art for this buuuuut, nope sorry. I made some shit but... it looked like shit.
So... I'm out. Not that I was ever realy in to begin with. But... yea... good luck guys. :p GO TEAM! :)
:angel:
dracflamloc on 22/6/2004 at 17:26
Okay, thanks anyway =D
jay pettitt on 23/6/2004 at 08:24
I say BAH to the nay sayers...
Thief is all about venturing from safe areas, those bathed in shadow, to the more dangerous ares where you are exposed by light. The greater the risk the greater the reward. Oh, that and the sense of tresspass.
Absolutely no reason why that formula shouldn't be fantastic in 2 dimensions aswell as 3. Top marks for a great project idea. I'll pop on over to the official website and see if I can't do a little something to help.
Ports to 'nix, mac and palm would be beautiful (hint hint) 8o)
sparhawk on 23/6/2004 at 08:34
Quote Posted by ZylonBane
It shouldn't even be in the hands of the mission designers. Light is light-- it doesn't change from mission to mission. This is what common sense dictates, and is how the Thief games implemented it. To allow mission designers to make a brightly-lit room that
looks dark is a useless capability.
Actually there are FMs for T2 that do exactly that. Bump up the environmental light so that the level is as bright as daylight, but the gem still shows where it is dark. This is quite stupid to play, because the visual experience is that you feel constantly in the light while the game "knows" that you are in the dark. It also makes it much harder to decide where to go, because the shadows are not so clear to detect.
In the small maps I tried to do, I always turned down the ambience as far enough that you could barely see. IF I want light, then I have to create some by electric lights or lamps. IMO it is pretty pointless to create a map which is lit as in bright daylight and still in the dark.
dracflamloc on 23/6/2004 at 14:40
Quote Posted by sparhawk
Actually there are FMs for T2 that do exactly that. Bump up the environmental light so that the level is as bright as daylight, but the gem still shows where it is dark. This is quite stupid to play, because the visual experience is that you feel constantly in the light while the game "knows" that you are in the dark. It also makes it much harder to decide where to go, because the shadows are not so clear to detect.
In the small maps I tried to do, I always turned down the ambience as far enough that you could barely see. IF I want light, then I have to create some by electric lights or lamps. IMO it is pretty pointless to create a map which is lit as in bright daylight and still in the dark.
Yes you are right, but the point is... creative freedom... or Big-Brother type hand-holding? It's a philosophical question but I prefer creative freedom anyday. (Down with big government!) :thumb:
dracflamloc on 30/7/2004 at 16:08
We have a brand new site and are making lots of progress, come chat with us on our forums!
the site is:
(
http://thief2d.dracsoft.com)
sNeaksieGarrett on 30/7/2004 at 17:00
Nice website!:thumb: Oh, and good luck with thief2d. ;)
~SG
S_Hole on 30/7/2004 at 18:21
post some up to date screenshots on the site