And speaking of Aether, if any of you have time to kill and want to collaborate on making 32x items for it, let's do it! Anyone who contributes can use the set in their pack. Maybe we'd take a weapon series each and do, so the style is consistent. Or something. There's also a couple of armours and miscellaneous food and bits and bobs.
Holystone items, I wouldn't mind some feedback on which axe is better here. I don't know if I like either of them much yet...
Also gravitite sword (because gravitite has magical gravity properties IIRC), based on some sword concepts of mine I dug up, and phoenix bow. Dunno if it's actually in, there weren't any animation frames. I guess I can search the creative inventory.
The axe with the spike on the back is nice. It makes the user a bit more careful as not to stab themself in the face, a painful and scarring, yet likely survivable wound, as compared to the double ended one that would almost certainly result in decapitation.
The edges of the planks could be more distinct. It sort of looks painted on.
Do you have any suggestions for that? I want to keep shading as simple as possible, with each block being a darker/lighter shade rather than focusing on the pixels. Don't really know what I should do here though.
Has anyone here got any experience doing art for other games, and if possible something top down. I'm looking for advice but I don't know of anyone to ask.
Guys, is there anyway to fix the grey font used in the picture below to countdown potions and beacons? It looks terrible on my paper/scroll background!
Also, once the icons which display poison, haste, speed, etc. are done, the gui is 100% complete. Rejoice!
Resource packs just came out, and i'm still figuring out how to get them working. Im probably going to release two downloads for mixed nuts because of this, one only consisting of textures and one with all the resources. My ideas so far for ambient music will only consist of three instruments: Congas, Fender Rhodes, and a Kalimba.
Who else has thought of any cool resource pack ideas?
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You see that green button with the plus? You dont have to click it, and I am not gonna force you to do it.
Resource packs just came out, and i'm still figuring out how to get them working. Im probably going to release two downloads for mixed nuts because of this, one only consisting of textures and one with all the resources. My ideas so far for ambient music will only consist of three instruments: Congas, Fender Rhodes, and a Kalimba.
Who else has thought of any cool resource pack ideas?
Fixing hardcoded colours for a start. No more purple/weirdly tinted swamps!
I might dig around and see if I can fix that grey font now too. Here's hoping...
My guess would be that we will be able to just zip up resource packs like we did with texture packs. Not in a position to test this at the moment though.
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Tis far better to be a witty fool than a foolish wit.
I am making SERIOUS progress on Twisy. Could I get some feedback, please? Also, is you want to download it for your self, just click my sig, it takes you to my thread hub :I
ALSO, I fixed what was most complained about, the cobblestone, I think this looks alot better.
It's quite simple, when you open the jar file, it will ask you to select a texture pack that is in a zip file, so textures in folders won't work. After that, simply click ''Convert Texture Pack''.
Also, off-topic, but have you recently played in a Team Fortress 2 Turbine server? If so, I think I bumped into one of your rockets
Hmm, it only shows me the files within the zip file, not a selection GUI. I'll try re-downloading. EDIT: Nope... EDIT2: Yup...
And no, I don't play TF2. This username is quite common, so I'm surprised I was able to get it here...
The axe with the spike on the back is nice. It makes the user a bit more careful as not to stab themself in the face, a painful and scarring, yet likely survivable wound, as compared to the double ended one that would almost certainly result in decapitation.
Do you have any suggestions for that? I want to keep shading as simple as possible, with each block being a darker/lighter shade rather than focusing on the pixels. Don't really know what I should do here though.
What kind of advice are you looking for?
ON: Does anyone have any font tutorials?
Also, once the icons which display poison, haste, speed, etc. are done, the gui is 100% complete. Rejoice!
I still like the one with the spike better, it feels more balanced.
Who else has thought of any cool resource pack ideas?
You see that green button with the plus? You dont have to click it, and I am not gonna force you to do it.
True, but I'm too lazy to fix.
Also, remember the texturing spree I had a while ago?
Here's the recap:
Fixing hardcoded colours for a start. No more purple/weirdly tinted swamps!
I might dig around and see if I can fix that grey font now too. Here's hoping...
Thank you!
Page get!
Awesome! Love the dark colours you're using there. They fit the ghasts very well.
The only things it changed was that it unzipped the pack into a folder, and broke just one of my ctm folders by turning it into a 0kb generic file.
Did something go wrong, or are resource packs going to be unzipped folders?
That would mean it's not so easy to just change them out like texture packs...
ALSO, I fixed what was most complained about, the cobblestone, I think this looks alot better.
I've been here for a loooooooooong time.
I find that it looks really nice when tiled. Most roads i've used this pack with look amazing to me.
I've been here for a loooooooooong time.
Hmm, it only shows me the files within the zip file, not a selection GUI. I'll try re-downloading. EDIT: Nope... EDIT2: Yup...
And no, I don't play TF2. This username is quite common, so I'm surprised I was able to get it here...
Both of them look extremely nice. The sand is pretty good!
I can't really find much to complain about with this.. good job! XD
I've been here for a loooooooooong time.