Knights & Warlocks - V15 - page 1&12

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Re: Knights & Warlocks [15.Oct.11] - V3 - page 1

Postby DiM on Sat Oct 15, 2011 10:21 pm

V4:
reduced size to 1000*857
added some graphic touches

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Re: Knights & Warlocks [16.Oct.11] - V4 - page 1&2

Postby isaiah40 on Sun Oct 16, 2011 12:37 pm

Your Supersize Application has been approved!
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Re: Knights & Warlocks [16.Oct.11] - V4 - page 1&2

Postby DiM on Sun Oct 16, 2011 7:36 pm

thanks for the stamp.
here's
V5:
*increased terit font size to make it more visible
*improved visibility of the roads
*added neutral values (a lot of discussion needed to balance these)

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Re: Knights & Warlocks [17.Oct.11] - V5 - page 1&2

Postby QoH on Sun Oct 16, 2011 7:42 pm

Roads for me at least are still a bit hard to red. Perhaps make them bigger and/or darker?
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Re: Knights & Warlocks [17.Oct.11] - V5 - page 1&2

Postby Gillipig on Mon Oct 17, 2011 10:58 am

Looks like it could turn into something nice but what's with the flying monkeys :-s ???
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Re: Knights & Warlocks [17.Oct.11] - V5 - page 1&2

Postby DiM on Mon Oct 17, 2011 12:57 pm

Gillipig wrote:Looks like it could turn into something nice but what's with the flying monkeys :-s ???



it's a special request. also: http://3.bp.blogspot.com/_gLab9XcP63o/TUC2dFETzyI/AAAAAAAAACk/wOEPAPXrZkU/s1600/flying+monkey.jpg
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Re: Knights & Warlocks [17.Oct.11] - V5 - page 1&2

Postby Gillipig on Mon Oct 17, 2011 4:42 pm


Damn that's one mean monkey! I think I prefer the tree climbing ones.
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Re: Knights & Warlocks [17.Oct.11] - V5 - page 1&2

Postby DiM on Tue Oct 18, 2011 10:15 am

i need gameplay feedback people. this one is going to be difficult to balance so i need all the help i can get.
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Re: Knights & Warlocks [17.Oct.11] - V5 - page 1&2

Postby Gillipig on Tue Oct 18, 2011 1:15 pm

I'm normally better at giving gameplay advice than graphic advice but Flying monkeys, Cleric's, Assassins etc is having me somewhat perplexed.
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Re: Knights & Warlocks [17.Oct.11] - V5 - page 1&2

Postby isaiah40 on Wed Oct 19, 2011 7:57 pm

This should work for here!
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Re: Knights & Warlocks [17.Oct.11] - V5 - page 1&2

Postby DiM on Wed Oct 19, 2011 8:42 pm

isaiah40 wrote:This should work for here!
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wonderful :)
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Re: Knights & Warlocks [17.Oct.11] - V5 - page 1&2

Postby zimmah on Wed Oct 19, 2011 11:42 pm

DiM wrote:
isaiah40 wrote:This should work for here!
Image


wonderful :)


are you going to make a map out of a stamp now?
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Re: Knights & Warlocks [17.Oct.11] - V5 - page 1&2

Postby DiM on Thu Oct 20, 2011 8:17 am

zimmah wrote:
DiM wrote:
isaiah40 wrote:This should work for here!
Image


wonderful :)


are you going to make a map out of a stamp now?



i don't work well with small sizes :)
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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Re: Knights & Warlocks [17.Oct.11] - V5 - page 1&2

Postby DiM on Sat Oct 22, 2011 4:19 pm

i'm gonna go ahead and do the graphics for the legend. in the meantime any gameplay feedback is appreciated.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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Re: Knights & Warlocks [17.Oct.11] - V5 - page 1&2

Postby DiM on Sat Oct 29, 2011 5:24 am

vacation please
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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