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Old 11-22-2007, 06:25 AM   #81
Uatu
Horus - Egyptian Sky God
 

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Default Re: New Icons!

Ha ha - looks like great stuff! I especially like that sumo-dino-creature there

Actually, some of it might be usable as is, anyway - the snail/nautilus looks fairly "neutral"... Well, besides that, maybe the hammer-wielding barbarian-dino there.

Interesting to see that you are using "whoosh" or "flash" marks in the action poses - I considered using them, but I haven't so far...
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Old 11-22-2007, 06:34 AM   #82
Dinonykos
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Default Re: New Icons!

The problem with those whooshs and flashs is that -especially if there is a "hit star" envolved - they indicate that there has been a hit - even if the attacker missed. However, I like them, and my adventure is in a comic/manga style anyway...

I use these to indicate that there was a hit. Unfortunately I have not found out yet if you can use such animations when the attacker (e.g. a monster) is not carrying a weapon. Well, I could make a weapon with no effect on Thaco/Dices for some monsters...

Last edited by Dinonykos; 11-22-2007 at 06:38 AM.
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Old 11-22-2007, 06:41 AM   #83
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Default Re: New Icons!

By the way, most of the icons shall depict mammals (except for the machines/robots and the turned ammonite).
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Old 11-23-2007, 08:15 AM   #84
Uatu
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Default Re: New Icons!

Hmm, not sure if you can do that - you can have slash marks and so on for weapons, but maybe not for unarmed monsters...
You could give them weapons, but giving monsters weapons will show those weapons in when the monsters are selected, though...

I thought most of the icons were dino-somethings? Or maybe it is the dinos vs. the mammals?
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Old 11-24-2007, 09:41 AM   #85
Uatu
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Default Re: New Icons!

By the way, various icons have been added in the past few weeks:

Various fungi (violet fungus, shrieker, ascomoid)
Not-very-powerful evil creatures (ghoul/ghast, lacedon, manes)
Nixies (male and female)
More Kuo-Toa (male and monitor)
Al-mi'raj

The manes looks like, well, a blob of white pixels (but what can you do with a tiny monster like that?).

I like the al-mi'raj, though - was always a funny monster...
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Old 11-26-2007, 12:05 AM   #86
manikus
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Default Re: New Icons!

For monster attacks, you could create "weapons" for the monster with names like 'claws' or 'teeth'. The items would be 0 xp and cost 0 and then in the combat event, check no treasure, and if you still want to give the party treasure after the combat, chain a give treasure event.
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Old 11-26-2007, 05:27 AM   #87
Dinonykos
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Default Re: New Icons!

That's weird! I had the same thought today in the tramline, and now I read it!


Last edited by Dinonykos; 11-26-2007 at 07:29 AM.
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Old 11-26-2007, 11:50 AM   #88
SilentThief
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Default Re: New Icons!

you also could take the items away after combat, as well


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Old 11-26-2007, 12:49 PM   #89
Dinonykos
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Default Re: New Icons!

Quote:
Originally Posted by Uatu View Post
I thought most of the icons were dino-somethings? Or maybe it is the dinos vs. the mammals?
The background story suggests mammals and dragons vs. alien mammals.

However, the player will be able to decide which side he takes in the end. A peaceful solution will definetly be possible. I even plan that it is possible to totally avoid any combat.
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Old 11-26-2007, 03:03 PM   #90
manikus
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Default Re: New Icons!

ST: your way works too, but it requires an extra event and labeling items with ASLs

Dinonykos: I do most of my thinking about DC on the light rail to and from school.

Uatu: Nice icons as always. The al'miraj reminds of vorpal bunnies.
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