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Re: Map and such.



On Thursday, June 27, 2002, at 07:20  PM, katyrnyn wrote:
Try resizing the image, down to the smallest resolution that it is still legible and feasible to include. That will help your problem with size. Any image that is over 1 Meg is too large. Heck, that map in a raw format while I was editting it was only 2 Megs... and the raw scanned image was only 4 - and I shrunk it before I started to work on it!
This is a massive oversight, IMO. A program that can only encode graphics as 17-meg monsters isn't worth its salt. Surely there must be another option, Andrew! That's ridiculous that the program INCREASED the file size of the source art. There's no need for the art to be editable, therefore it can be a PNG, or a JPEG or a GIF or what ever. Yeesh.


"Final?" Has any version of this game actually been final? For all we know you've devised some way of completely re-weighting the combat system again. :)
Yeah but remember how unbalanced the old combat system was? I just had a flashback to Andrew's first home-designed RPG (that I know of), 2133, wherein a roll of a 20 or something like that by an enemy indicated one of your limbs was amputated. This was, however, a good thing, because it was the only way to get cybernetic limbs, which were the way to go.

Brian Pennington | cellophanesky@mac.com
http://homepage.mac.com/cellophanesky/ | AIM: aVespertineDream
Sandcastle Records: <http://www.indiepages.com/sandcastle/>
"Better a tear of truth than smiling lies." - Duncan Browne