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Age of Kings Heaven » Forums » Mod Design and Discussion » Tales of Middle Earth - Version 0.8.13 Released!
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Topic Subject:Tales of Middle Earth - Version 0.8.13 Released!
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Mr Wednesday
Cavalier
(id: matty12345)
posted 08-18-12 03:58 AM CT (US)         



Complete Visual Recreation of Middle Earth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Unique Gameplay to recreate the War of the Ring


Fully Functional and Engaging Mulltiplayer Experience . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Enhanced Scenario Editor for Designers


• Choose from one of 18 unique factions.
- Guide the wise and fair elves - Lindon, Rivendell, Mirkwood, Eregion, and Lothlorien.
- Fall under the sway of the Shadow with Angmar, Mordor, Isengard, Dol Guldur, or Minas Morgul.
- Place your hope in the Men of the West with Arnor, Gondor, and fabled Numenor of old.
- Ride with the Native Men of Rohan, Rhovanion, Harad, Umbar, or Rhun.


• Battle on new random maps based on real Middle Earth locations.

• Research countless new technologies and decide the path of your race with faction choices.

• Enjoy the rich world of Middle Earth as presented by one of the largest modifications ever produced for Age of Empires II.

• Create that LOTR campaign you always had in mind or play online against a friend!



Current Version: (Version 0.8.13) :: Release Date: 9/15/18


Current Development Notes:
Change Log - Find out what's changed in the latest version.

The current version of Tales of Middle Earth is fully playable. Later versions will improve balance, eliminate bugs, and possibly implement some final features. If you would like to report a bug or suggest changes, please leave a comment below or add a bug report to the github page.

NOTE: As Tales of Middle Earth is currently in a pre-release version, we ask that you bear with any discovered bugs or imbalanced stats for units or technologies. Please report any issues, and we will work hard on solutions.


The road goes ever on and on...

[This message has been edited by Mr Wednesday (edited 11-17-2018 @ 00:41 AM).]

AuthorReplies:
Jorgito_aqua27
Squire
posted 02-10-13 08:09 PM CT (US)     1261 / 3938       
I am glad you liked the finished version of the graphics Almost finish this wood and tatch nightmare haha.

Concerning the flags, i know they should have a rohirrim symbol, but this way you can use it to build Esgaroth for example or some random weird town just for eye candy in a map.. who knows? i feel that this way i give more free choices to map designers.

This is the Market:



I think i will do the Dock next.
_______________


Concerning Dale.. i wanna make it! Something similar like the city at the begining of the Hobbit movie... let me do some stonework please haha.. no more wood and tatch
Pulkit
Squire
posted 02-10-13 08:21 PM CT (US)     1262 / 3938       
@Jorgito: Yeah, your flag change was a good idea.

@Seb: Hmm, looks good, but seems a bit too washed up? It's the light blue colour and all the foam that makes it look very icy. Perhaps, though, if we mix it with the Medium and Deep Waters you are designing it might look better. Just my first impressions, ignore if you know better!

Edit: That peek of the new snow and ice terrains is marvellous! Fantastic job!

Edit 2: Sebastien, concerning Esgaroth/Laketown, is it possible to have a wooden-floor texture as a terrain? So we can paint an entire island with the texture to make it look like that town. E.g. the wooden bridge in Chivalry. (Would it even be a good idea?)

Tales of Middle-Earth | Don't miss it

[This message has been edited by Pulkit (edited 02-10-2013 @ 08:33 PM).]

John the Late
Knight
posted 02-11-13 04:06 AM CT (US)     1263 / 3938       
Jorgito: Awesome, as always

Tetsuo: In you pdf you stated that you want to remove all automatically placed terrain foundations. I think this is a good idea, but what about making the foundations roads? I don't know how that would look.

The water seems a bit odd, I'd prefer AoK water over it.
BF_Tanks
Squire
posted 02-11-13 05:50 AM CT (US)     1264 / 3938       
@Matt, About the Tree:

You can set tree's to be half-tile in size, effectively letting anything up to 0.5 size walk through the tree's, avoiding contact with the center of the tile that remains solid.

I did a mod a while back where tree's had a size of 0.2 (to fit with the tree trunk nicely) and it was pretty awesome.

Proud Member of Black Forest Studios
Co-creator of Silent Evil - Voted Best Multiplayer Scenario of 2009
and The Seas of Egressa - Voted Best Multiplayer Scenario of 2010
Sebastien
Dark Samurai
posted 02-11-13 07:51 AM CT (US)     1265 / 3938       
Edit: That peek of the new snow and ice terrains is marvellous! Fantastic job!
Cheers. The ice is new, but the snow original. I'll be working on the snow terrains (snow, grass, dirt) tonight
Edit 2: Sebastien, concerning Esgaroth/Laketown, is it
possible to have a wooden-floor texture as a terrain? So we can paint an entire island with the texture to make it look like that town. E.g. the wooden bridge in Chivalry. (Would it even be a good idea?)
After googling some concept art it would probably be better making it as a seperate scenario editor build set with walkable wooden bridge type 'walkways'.

There are a few editor specific buildsets I've been considering, such as Hobbiton (the Shire), Bree, additonal Rivendell stuff and such. Esgaroth could be one of those additions due to the specific nature of it's buildings (they'd need to be able to be placed on water etc and have stilts etc).
Tetsuo: In you pdf you stated that you want to remove all automatically placed terrain foundations. I think this is a good idea, but what about making the foundations roads? I don't know how that would look.
Possibly, but it still might ruin the effect. For example, Rohan; it would be better if it didn't have a terrain bottom and instead blended with the natural surroundings and landscape. Same with mordor, as not all terrain would have the black base and it might look out of place on a Gondor map etc (if you're playing as Mordor).
The water seems a bit odd, I'd prefer AoK water over it.
It's the light blue colour and all the foam that makes it look very icy.
Thanks for the feedback. Tbh, I'm not too keen on it either so I'll re-do it tonight.

Nearly there now I have about 10 more terrains to do and I'll have finished the complete set (but that shouldn't take long). I'll be able to start on trees and terrain objects (plants, rocks etc) later this week. Hopefully Matt will have the old forest done by then too.

Pulkit, I'm not sure when you're planning on releasing the next update, but I'd say I'll have the entire landscape work (cliffs, rocks, mountains, terrains, plants etc) finished in 2/3 weeks tops.

Then I'll start working on units or additonal buildsets.

[This message has been edited by Tetsuo Shima (edited 02-11-2013 @ 07:54 AM).]

MarcAnton
Squire
posted 02-11-13 08:42 AM CT (US)     1266 / 3938       
@Seb: I love your devotion to this Mod! Keep it up, you'r doing very well IMHO (but I have to agree that the water is a bit too "whitish"/bright )

@Matt/Seb/Pulkit: In AoC we had terrain effecting builings, like icy-terrain giving buildings that "snowed in" look. Is it also possible to spread this effect? So for example to change a building depending on the ground it stands on?

Example I have in my mind:
Harad buildings having sandstone texture on desert terrain and more brick/normal stone texture on grassy terrain. This is just an idea of mine and certainly requires a lot of work (and I'm fine with it being tossed into the bin straight away :P) I just wanted to know whether that works.



@Matt: Have you had a chance to look at the gates and walls I posted here (I posted the link to the file on page 35 IIRC)? Is there something I need to change?

[This message has been edited by MarcAnton (edited 02-11-2013 @ 08:45 AM).]

Pulkit
Squire
posted 02-11-13 08:48 AM CT (US)     1267 / 3938       
@Tetsuo: Yeah, focus on the terrains first. Too much ambition can be distracting.

@Marc: Sounds fun, but would be doubtless extremely taxing. As it is, adjusting the snow bits is so much work I've disabled that effect on snow terrains. And AFAIK, snow is hard-coded to be the only type of terrain where some bits are added to buildings.

Notes on Civ Changes
I've started jotting down my civ alliance and tech restructuring ideas into a notebook here, so you can analyze them without waiting on my implementation:

Civ Notes

Read and comment if you'd like. If you log into Springpad, you may be able to comment directly on the notes. Nearly all of these changes follow your suggestions!

More to come...

Tales of Middle-Earth | Don't miss it

[This message has been edited by Pulkit (edited 02-11-2013 @ 08:51 AM).]

Mr Wednesday
Cavalier
(id: matty12345)
posted 02-11-13 09:39 AM CT (US)     1268 / 3938       
Tanks, concerning the Old forest, they need to be 1x1 so I have room to design roots and gnarly trunks, etc. I also want them to remain similar to regular trees, just a little more spread out. Anyway, I'll work a little more on them tonight and see how it all starts looking together.

Marc, I haven't looked at the gates yet, will do so soon.

Jorgito, awesome market.

"And Matt is a prolific lurker, watching over the forum from afar in silence, like Batman. He's the president TC needs, and possibly also the one it deserves." - trebuchet king
Keisari Tapsa
Smith
posted 02-11-13 09:43 AM CT (US)     1269 / 3938       
Hello guys!

I found out that terrain counts were hard-coded in this way:
AoE, RoR and AoK: 32 total terrains
TC: 42 total terrains
SWGB and CC: 55 total terrains

The variables under terrain tab named "Terrain Borders" have exactly the same count as the total terrains in respective AoE series games.

There are two variables telling how many terrains of those slots are used. I made an AGE version which shows all those terrains and there are two boxes to set the used terrain count. Terrain restrictions' data is resized accordingly.

Download this test release here:
EDIT: Correct URL
http://www.mediafire.com/file/rll2244ldemex3q/AGE_3-1-182.zip

I tested this by increasing the used terrain counts of The Conquerors by one terrain and the game worked fine. Unfortunately the scenario editor doesn't show the terrain.
BUT I copied deep water over this new terrain and put it as a foundation terrain of the Outpost. And as expected, terrain looking like deep water appeared under Outpost when I built it in the game. I dunno if my UserPatch install makes this possible or does it work without UserPatch too.

Advanced Genie Editor
Follow coding here and here.

[This message has been edited by Keisari Tapsa (edited 02-11-2013 @ 09:46 AM).]

HerzogDePuce
Squire
posted 02-11-13 10:02 AM CT (US)     1270 / 3938       
Notes on Civ Changes
I've started jotting down my civ alliance and tech restructuring ideas [...]

Read and comment if you'd like.
Will Gondorian buildings now get an increased LOS from "Beacons of Gondor"?
Mr Wednesday
Cavalier
(id: matty12345)
posted 02-11-13 10:55 AM CT (US)     1271 / 3938       
Pulkit, do you have a list of all units that cause terror? And a list perhaps of those resistant? No real need, just curious.

"And Matt is a prolific lurker, watching over the forum from afar in silence, like Batman. He's the president TC needs, and possibly also the one it deserves." - trebuchet king
Jatayu
Squire
(id: Sword_of_STORM)
posted 02-11-13 11:36 AM CT (US)     1272 / 3938       
I like those changes. Keep at it!
( Balance changes aren't included yet right? )

,
Jatayu O===|¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯/
`
Battle of Saraighat, 1671|Atlantis, the Lost Realm|AOE Roman Modpack|My profile
ि
StormWind Studios
Rambit
Squire
posted 02-11-13 02:00 PM CT (US)     1273 / 3938       
Ok, here is my first draft, but I'll continue working on it until I get something I really like. Any crits/thoughts welcome.
To me it looks more like ice than water (but closer to water than the standard ice). Perhaps it would be a good SLP for the ice which can be sailed on? If you were after a icey water perhaps make the water look more like water but have icebergs in it, like a forest terrain but having the units less dense.
danielpereira
Squire
posted 02-11-13 03:34 PM CT (US)     1274 / 3938       
I dunno if my UserPatch install makes this possible or does it work without UserPatch too.
I'm pretty sure that it is supposed to work without userpatch.(Well, that's technically only a "guess" based on my knowledge in how aok works and what UP does)

Also, that's nice Tapsa!!
Basse
Squire
posted 02-11-13 03:40 PM CT (US)     1275 / 3938       
@Tapsa: I think it works without UP. The problem is to get the terrains in game
danielpereira
Squire
posted 02-11-13 03:58 PM CT (US)     1276 / 3938       
We'll just need .exe editing for that...
Fede_rokr94
Squire
posted 02-11-13 06:32 PM CT (US)     1277 / 3938       
Hey guys ... I'm back from my slumber haha
In a few days I will upload my work I've done with the HUD of civilizations in resolution of 600x800.

Pulkit ... Thanks for writing.

Jorgito.. los edificios estan muy copados! Que programas usas??
Tambien queria preguntarte si no podes pasarme todos los BMP de todos los graficos de la interfaz del juego xq cuando quiero extraerlos con el turrtle pack no puedo elegir la paleta para que se vean bien como en el mod pack studio, que no puedo instalarlo en mi compu
------------------------
Jorgito.. The buildings are great! What programs do you use?
I also wanted to ask you if you can not spend all BMP of all interface graphics of the game when I want to extract the pack turrtle I can not choose the palette to make them look good as in the mod pack studio, I can not install it on my computer

In the Land of Mordor a new shadow rises...
-|----- Fede_Rokr94 -----|-

Mods Age of Empires 2

[This message has been edited by Fede_rokr94 (edited 02-11-2013 @ 06:39 PM).]

Jorgito_aqua27
Squire
posted 02-11-13 09:02 PM CT (US)     1278 / 3938       
Blabla nevermind i posted a wall of text concerning to a problem with the Dock, i made it 4x4 instead 3x3 but is fixed now, was a problem in the final renders...

The Dock:



_______________

@Fede: Gracias solo use el Google sketchup por ahora, estoy viendo si consigo el 3dstudio max.
Los .bmp que tengo son estos que vez aca en el foro nomas.

[This message has been edited by Jorgito_aqua27 (edited 02-11-2013 @ 09:54 PM).]

Pulkit
Squire
posted 02-11-13 10:02 PM CT (US)     1279 / 3938       
@Keisari: Thanks a lot! I will test it out.

@Jorgito: Yes, that dock looks great now. I saw your 4x4 one, and that was great too. Trouble is, docks in game larger than 3x3 don't properly work - sometimes they can't be built on certain angles of coast.

@Jatayu: Yeah no, these notes don't list the precise unit improvements, only the flow of each civ.
Will Gondorian buildings now get an increased LOS from "Beacons of Gondor"?
I have a bunch of suggestions I've yet to incorporate, so expect updates to the current notes as well.
Pulkit, do you have a list of all units that cause terror? And a list perhaps of those resistant? No real need, just curious.
Will put up soon. Off the top of my head:
Terror - Nazgul (Black Riders, Ringwraiths and Nazgul on Fell-beasts), Mumakil (melee), Tower of Morgai, Gate (after Silent Watchers research). Perhaps will add Balrog and Smaug too.

Resistant - Aithran, Cano and Elflord, Mirdan, Dwarven Guardian, Dwarflord, Ranger, Mumakil (both kinds), Wizard, Swan Knight, Aredhel.

Tales of Middle-Earth | Don't miss it
BF_Tanks
Squire
posted 02-12-13 04:53 AM CT (US)     1280 / 3938       
I'm pretty sure the UserPatch has made all terrains available in-game. Have you tried with the UP installed, Tapsa?

Proud Member of Black Forest Studios
Co-creator of Silent Evil - Voted Best Multiplayer Scenario of 2009
and The Seas of Egressa - Voted Best Multiplayer Scenario of 2010
John the Late
Knight
posted 02-12-13 05:29 AM CT (US)     1281 / 3938       
Possibly, but it still might ruin the effect. For example, Rohan; it would be better if it didn't have a terrain bottom and instead blended with the natural surroundings and landscape. Same with mordor, as not all terrain would have the black base and it might look out of place on a Gondor map etc (if you're playing as Mordor).
I guess you are right.

And Pulkit, how much does weed-pipe smoking or whatever it is called increase terror armor?

And another thing: What about using tech icons witout golden chains whenever a civ can't research the other tech linked to the one they can? (Like with deforestation/forest wardens or steel-/longbow)
Carter938
Squire
posted 02-12-13 06:09 AM CT (US)     1282 / 3938       
Jorgito, do you use sketchup for the buildings?
Its amazing how FAST you get these done with such detail. How ever do you do it?

Everyone Else:

Im in the process of going back to all my old Rhun buildings and editing them to have more detail and change their textures. After that Im going to do the remaining two houses, redo the Infirmary, redo the Town Center, and make a market.


What did Pippin do when he got drunk? He started to feel Merry!

[This message has been edited by Carter938 (edited 02-12-2013 @ 06:10 AM).]

Pulkit
Squire
posted 02-12-13 07:12 AM CT (US)     1283 / 3938       
And Pulkit, how much does weed-pipe smoking or whatever it is called increase terror armor?
As of the public beta, Pipe-weed Smoking gives all units a +5 resistance to terror.
And another thing: What about using tech icons witout golden chains whenever a civ can't research the other tech linked to the one they can? (Like with deforestation/forest wardens or steel-/longbow)
That would require creating duplicate techs just so I can change the icon!

One, that's too much work for getting the AI to work.

Two, it gives a consistent feel to the player. Having a slightly different icon might leave you momentarily confused. At present, players can instantly recognize what pair of techs they are viewing, and whether the don't have access to one of them. IMO.

@Matt: While you are doing the Old Forest trees, perhaps one scariest of the lot can be used as a Huorn unit too. Fast movable trees with some sort of weird melee area-of-effect damage. Available at the Wonder for some civs.

Tales of Middle-Earth | Don't miss it
Fede_rokr94
Squire
posted 02-12-13 07:25 AM CT (US)     1284 / 3938       
solo use el Google sketchup por ahora, estoy viendo si consigo el 3dstudio max.
La verdad que no parece hecho en el sketchup.. Usas algún tipo de renderizado??

Like this?




The HUD for Rohan and Isengard in 600x800 resolution

In the Land of Mordor a new shadow rises...
-|----- Fede_Rokr94 -----|-

Mods Age of Empires 2
Mr Wednesday
Cavalier
(id: matty12345)
posted 02-12-13 08:19 AM CT (US)     1285 / 3938       
Lots to get to:

1. Huorns/Ents: I spent some time trying to model an ent last night, and while I'm a little closer, this is really tricky. It either looks too humanoid or too treeish, and finding the balance is very difficult. Then you try to make it walk and it all goes crazy again. I am not out of ideas yet, and I've at least got some of it down.

2. Wainrider: Not done anything on this for a while, but it's not dead either.

3. Gollum: almost done, just have to finish a couple animations. This is extra time intensive because it only looks like Gollum if it moves like him.

4. Harad walls: Done. I rendered Marc's walls last night, and did the damage graphics as well. They look nice, a couple minor issues but nothing I can't live with given the big time savings. And the overall design is very appealing.

5. Harad Gates: I will look at these tonight.

6. Old Forest: I've done three trees, starting to get a good feel for what it should look like when done. Seb, I have some ideas for Old forest floor terrain I'd like to pass along. I'll catch you next time you are online.

7. Interface graphics. Federico, the ones you have done look awesome. However, I think maybe you should focus on the main loadup screen next. You are probably not going to get them all done for the next update, and it would be best if we at least had a main menu.

"And Matt is a prolific lurker, watching over the forum from afar in silence, like Batman. He's the president TC needs, and possibly also the one it deserves." - trebuchet king
Pulkit
Squire
posted 02-12-13 08:20 AM CT (US)     1286 / 3938       
@Fede_Rokr: Superb! I think you've nailed it for those two interfaces. Love the top stripe of the Rohan interface. Great job!

@Matt: I always pictured Huorns as "gliding" over the surface. I.e. no walking animations. Nothing, really. Just static.

Tales of Middle-Earth | Don't miss it

[This message has been edited by Pulkit (edited 02-12-2013 @ 08:22 AM).]

Keisari Tapsa
Smith
posted 02-12-13 08:22 AM CT (US)     1287 / 3938       
I'm pretty sure the UserPatch has made all terrains available in-game. Have you tried with the UP installed, Tapsa?
Yes it does. It got updated a bit so that all terrains show up in the scenario editor by default.

So now in addition to use 42th terrain in the scenario editor, it can be edited with AGE. I'll probably update blacksmith soon.

Advanced Genie Editor
Follow coding here and here.
battlechaser
Squire
posted 02-12-13 08:29 AM CT (US)     1288 / 3938       
I'm glad too read you're working on that Ent Matt ., Can't wait too see it ! ;D
Fede_rokr94
Squire
posted 02-12-13 09:06 AM CT (US)     1289 / 3938       
Matt and Pulkit

Thank you very much. To the loading screen could be replaced with a concept art... and to the main menu, might give me some idea or sketch to design

In the Land of Mordor a new shadow rises...
-|----- Fede_Rokr94 -----|-

Mods Age of Empires 2

[This message has been edited by Fede_rokr94 (edited 02-12-2013 @ 09:10 AM).]

MarcAnton
Squire
posted 02-12-13 09:12 AM CT (US)     1290 / 3938       
@Matt: If you need anything else just tell me, I'm glad to help. While I'm not as good at modeling as either of you, Matt or Jorgito, I can at least try to get something done (with some references ofc. so I know what it should look like )
John the Late
Knight
posted 02-12-13 11:07 AM CT (US)     1291 / 3938       
That would require creating duplicate techs just so I can change the icon!
One, that's too much work for getting the AI to work.
Two, it gives a consistent feel to the player. Having a slightly different icon might leave you momentarily confused. At present, players can instantly recognize what pair of techs they are viewing, and whether the don't have access to one of them. IMO.
1. OK I forgot, I had units in mind when I asked. Surely that is hard to do for the AI. One can see that in Chivalry. About the consistent feel, I don't know, you're probably right.
MarcAnton
Squire
posted 02-12-13 12:31 PM CT (US)     1292 / 3938       
@Matt: Do you already have a Haradrim Tower?
It wasnt mentioned anywhere so I tried to create something with a similar roof to how you used it on the gondorian towers and the haradrim townhall...


IT IS JUST A WORK IN PROGRESS NOTHING FINISHED :P



Suggestions?

The arc on the roof of Matt's Haradrim Town Center are probably just texture-based. So I didnt recreate those. In case they are needed I could try to do them aswell...
Same goes for eye-candy. I guess it is easier to just add it in Photoshop.
Maybe instead of the black roof a golden roof similar to other Haradrim buildings?
And since Matt has all the textures I didnt really try to do a proper texturing for this WIP.

[This message has been edited by MarcAnton (edited 02-12-2013 @ 01:33 PM).]

Jorgito_aqua27
Squire
posted 02-12-13 12:37 PM CT (US)     1293 / 3938       
The Mill:



Few questions:

Do you need the tower as a separated graphic?

I think in english is called "blades" gah bad english! i have no clue.. is the thing that is animated i hope you understand..

Ok here is the question, i should post a separated graphic for the tower mill, and another with the "blades" animated?

Or you are going to use the Aok animations and paste that on the tower using AGE?

In the case you need the animation, how much frames do you want me to render?

And should i keep the tower and "blades" in all the frames or just the "blades"?

Lol i say to many times the word "blade", if that is not the correct word i am going to punch somebody or something in the face haha.
Sebastien
Dark Samurai
posted 02-12-13 01:41 PM CT (US)     1294 / 3938       
Yes it does. It got updated a bit so that all terrains show up in the scenario editor by default.

So now in addition to use 42th terrain in the scenario editor, it can be edited with AGE. I'll probably update blacksmith soon.
Oh hey! That's bloody awesome, thanks a lot for looking into this for me! I can't wait to implement this into TOME. With the addition of the user patch, it now means we have space for 7 more brand new editor terrains over the vanilla .exe. Woop.
Mr Wednesday
Cavalier
(id: matty12345)
posted 02-12-13 01:46 PM CT (US)     1295 / 3938       
Marc:
Thanks, but the tower was done some time ago:


But I'm going to keep you in mind for future work to send your way. I have one idea actually, not sure if this will interest you at all:

I'd like to see a bridge, but narrower than the ones in aok. Preferably, it could be a bridge something like in FOTR that Gandalf rides his cart over. Something smaller and more useful for designs than those aok clunkers. I plan to model one, but if you want to try and give it a go I'd be thrilled to see what you can come up with.

You might want to separate it into two ends, or two ends and a middle, etc. I'll leave that to you.

Jorgito:
You can do the mill either way, as one animation, or as only the blades moving and two separate animations. Maybe do 8 frames? Sound good?

"And Matt is a prolific lurker, watching over the forum from afar in silence, like Batman. He's the president TC needs, and possibly also the one it deserves." - trebuchet king
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