https://wiki.themanaworld.org/api.php?action=feedcontributions&user=Rotonen&feedformat=atomThe Mana World - User contributions [en]2024-03-29T09:40:16ZUser contributionsMediaWiki 1.37.2https://wiki.themanaworld.org/index.php?title=User:Rotonen/tmw-cr-graphics-guideline&diff=15650User:Rotonen/tmw-cr-graphics-guideline2010-10-30T15:20:24Z<p>Rotonen: /* Tilesets */</p>
<hr />
<div>When you create pixel art for TMW CR projects please follow these guidelines to avoid personal frustration. Pixel art which does not follow these guidelines has no chance of getting into the game.<br />
<br />
=== Licensing ===<br />
* All graphics must be released under the [http://www.gnu.org/licenses/gpl-2.0.html GNU General Public License v2]<br />
** For inspired and derived work you need to be able to provide us a full traceability chain of authors<br />
** Your work can be used for any commercial projects by anyone who desires to do so, but they have to properly attribute you as the author of it<br />
*** This makes it incompatible with most commonly used Creative Commons licenses<br />
*** Some people see this as an offending bit of licensing<br />
*** Others see this as a chance of getting their name into a commercial project and getting great advertisement and visibility for their talent<br />
* The pixel art must be made by you or derived from TMW's (or any other license compatible source's) existing graphics<br />
** We cannot accept pixel art ripped from undisclosed sources as this might get us into legal trouble<br />
*** No matter what your interpretation of it might be: RPG Maker tiles and sprites are not free for us to use<br />
<br />
=== Scale ===<br />
* The player is approximately 1 x 2 tiles big<br />
** The exact pixel dimensions are not specified until we have a playerset<br />
<br />
=== Universal Graphical Guidelines ===<br />
* Outlines: 1px, Colored. We use 3 kinds of different outlines:<br />
** Ground level: should have the dullest colors (no outlines everything blends into each other) ([[:Image:Outlines_ground.png|Example]])<br />
** Objects level: stands out from the ground level (with more contrast and maybe even a light outline)<br />
** Beings (players, monsters) and item icons level: stands out the most (heavily saturated with dark outlines)<br />
* Perspective: top-down 45° view angle. ([[:Image:Perspective_Reference.png|Example]])<br />
* Light Direction: South-West ([[:Image:Lightdirection.png|Example]])<br />
** Objects should be fully lit ([[:Image:Lighting fill.png|Example]])<br />
* Wind Direction: From West to East<br />
* Drop Shadows:<br />
** Large objects on outdoors tilesets have a drop shadow to the northeast<br />
** Flying creatures have a drop shadow incorrectly below them to visually aid locating them<br />
*** The drop shadow for flying creatures is a plain circular shadow<br />
** Shadows should be pure black (#000000), and have an opacity of 30%, the edges have a opacity of 15%<br />
* All submitted work should come with an author tag<br />
** Here goes an example of an author tag and a link to an article with all of them<br />
<br />
=== Tilesets ===<br />
* Do not use vanishing point projection. All objects have to be drawn in zero-point perspective ([[:Image:Vanishing point perspective.png|Example]])<br />
** The perspective is the trickiest thing about tilesets and we cannot accept perspective conflicts<br />
** [http://en.wikipedia.org/wiki/Perspective_%28graphical%29#Types_of_perspective Some hints on perspective]<br />
* Sketch geometry in Inkscape, texturize later<br />
** This is '''not''' core oldfashioned pixel art, but we've taken this route because this is the path of least resistance for us and actually gets things done<br />
* Walls, borders, etc. should have 8-way tileability<br />
* Clearly organic parts should have variety tiles available, for example: grass, dirt, borders of organic things (water edge, sand/grass transition [8-way!])<br />
** Man made objects can be made more uniform, but should come with decal tiles for deterioration etc.<br />
* Tileset objects larger than 1 x 1 tiles should go into a separate 2x, 3x, etc. tileset<br />
** For example an object 2 x 3 tiles large goes onto the 3x tileset<br />
* All tiles on a single tileset should have the same warm / cold feeling<br />
* When contributing to a tileset, match the used palette as much as possible to get the same feeling<br />
<br />
=== Creatures ===<br />
* You may mirror the creature sprites, as long as the lighting is correct<br />
* There is no size restriction, please go berserk if feel it is appropriate<br />
<br />
=== NPCs ===<br />
* NPC's should be in the same style as the player sprites.<br />
** NPC's do not and should not be constrained by player pose and body shape.<br />
** Shadows should NOT be used for NPCs, shadows are reserved for large objects or flying creatures.<br />
** Some NPCs not in the same style as the player sprites may be accepted if appropriate.<br />
<br />
=== Icons ===<br />
* There are separate inventory icons and drop icons<br />
** Inventory icons are 32 x 32 pixels<br />
** Drop icons can be of any size<br />
*** Drop icons of weapons should have the weapon sticking out of the ground<br />
<br />
=== Equipment ===<br />
* There is no playerset yet<br />
* Weapon sprites will use motion trailing [http://www.frozen-studios.com/sketches/36.jpg Example]<br />
* No thought work about equipment has been done so far</div>Rotonenhttps://wiki.themanaworld.org/index.php?title=User:Rotonen/tmw-ea-pvp-draft&diff=15620User:Rotonen/tmw-ea-pvp-draft2010-10-18T16:07:38Z<p>Rotonen: </p>
<hr />
<div>=== Assumptions ===<br />
* There is a set of one on one PvP arena maps<br />
** PvP arena maps have the no_save flag set<br />
*** This means if someone dies or disconnects there, they will not get back into the game there and cannot disrupt future matches<br />
** one on one maps are 50 x 50 tiles<br />
** There are 4 possible start positions on a one on one map<br />
*** They should be somewhat equally far from each other<br />
*** A player is warped to a random start position on the map<br />
* You can play for fame or a practice match<br />
** Only one fame match per day per character<br />
* You can only invoke the related atcommands only from the Hurnscald map<br />
* The ladder is viewable as a .txt on the web server<br />
* If a player has not played a match for 30 days, there is a -100 fame (ELO) static penalty<br />
** This repeats every 30 days for the player in question if still no matches are played<br />
** This penalty cannot take you under 1000 fame ELO<br />
<br />
=== Registration ===<br />
<br />
Players are registered for the PVP ladder automatically at lvl80<br />
* Their ELO is set to 1000<br />
* Their PLAYED_ONE_ON_ONE_FAME_MATCHES is set to 0<br />
** Similarly WON_* and LOST_* are set to 0<br />
** They are considered a newbie until they have played 20 fame matches (this 20 match separation comes from the ELO specification and their new ELO is calculated differently)<br />
<br />
=== Challenging ===<br />
* @pvp_check <nick><br />
** Returns rank ELO played won lost<br />
* @challenge <nick> <map> <'fame'|'practice'><br />
** Fails if<br />
*** Challenged player does not exist<br />
*** Challenged player is not currently seen by your character<br />
*** Challenged player is not at least lvl80<br />
*** Either player already has a challenge currently (bool CHALLENGED ?)<br />
*** Either player has LAST_PLAYED_ONE_ON_ONE_FAME_MATCH == today<br />
** The challenged player is notified by a server message of challenging player rank, ELO (fame) and amount of played/won/lost fame matches<br />
** The challenged player has 5min to respond to the challenge or the challenge expires<br />
*** The server message to the challenged player repeats every minute<br />
<br />
=== Accepting / declining a challenge ===<br />
<br />
* @accept_challenge (@ac ?)<br />
* @decline_challenge (@dc ?)<br />
<br />
=== A challenge is accepted ===<br />
* If the requested ladder map is currently free (recheck every 1min)<br />
** Their status in the queue for the particular map should be announced to them every 1min<br />
*** If either player is disconnected during queueing, a static -10 fame (ELO) penalty is applied to that player<br />
**** Match is cancelled and both players are removed from the queue<br />
**** No bonus fame (ELO) for the other player<br />
** Upon succesfully starting a match, set the appropriate LAST_PLAYED_*_MATCH (YYYY-MM-DD) for both players<br />
*** Set PLAYED_*_MATCHES++<br />
** Give a countdown of 10 seconds to both players as whispers and warp them to the map<br />
*** Lock the map for the duration of the match<br />
*** Start a countdown of 5 minutes upon the match starting<br />
<br />
=== End of battle ===<br />
* After result calculation, announcement and a 30 second wait period, warp players out and free the map lock<br />
** Set appropriate WON_* and LOST_*<br />
* If 5 minutes are full and both players are alive<br />
** -100 ELO (fame) static penalty for both, no real ELO calculation<br />
* A player disconnects or times out or dies<br />
** Remaining player wins, count new ELO (fame) for both<br />
** Announce the result and ELO + ladder rank changes to both players with a 30s delay so they get the results when they're back in the normal game and not in the arena anymore</div>Rotonenhttps://wiki.themanaworld.org/index.php?title=User:Rotonen/tmw-ea-pvp-draft&diff=15619User:Rotonen/tmw-ea-pvp-draft2010-10-18T15:15:18Z<p>Rotonen: </p>
<hr />
<div>=== Assumptions ===<br />
* There is a set of one on one PvP arena maps<br />
** PvP arena maps have the no_save flag set<br />
*** This means if someone dies or disconnects there, they will not get back into the game there and cannot disrupt future matches<br />
** one on one maps are 50 x 50 tiles<br />
** There are 4 possible start positions on a one on one map<br />
*** They should be somewhat equally far from each other<br />
*** A player is warped to a random start position on the map<br />
* You can play for fame or a practice match<br />
** Only one fame match per day per character<br />
* You can only invoke the related atcommands only from the Hurnscald map<br />
* The ladder is viewable as a .txt on the web server<br />
* If a player has not played a match for 30 days, there is a -100 fame (ELO) static penalty<br />
** This repeats every 30 days if no matches are played<br />
** This penalty cannot take you under 1000 fame ELO<br />
<br />
=== Registration ===<br />
<br />
Players are registered for the PVP ladder automatically at lvl80<br />
* Their ELO is set to 1000<br />
* Their PLAYED_ONE_ON_ONE_FAME_MATCHES is set to 0<br />
** Similarly WON_* and LOST_* are set to 0<br />
** They are considered a newbie until they have played 20 fame matches (this 20 match separation comes from the ELO specification)<br />
*** Newbies are not shown on the ladder, even though they have a real ELO<br />
*** After 20 fame matches a player is ranked and shows up on the ladder<br />
<br />
=== Challenging ===<br />
<br />
* @challenge <nick> <map> <'fame'|'practice'><br />
** Fails if<br />
*** Challenged player does not exist<br />
*** Challenged player is not currently seen by your character<br />
*** Challenged player is not at least lvl80<br />
*** Either player already has a challenge currently (bool CHALLENGED ?)<br />
*** Either player has LAST_PLAYED_ONE_ON_ONE_FAME_MATCH == today<br />
** The challenged player is notified by a server message of challenging player rank, ELO (fame) and amount of played/won/lost fame matches<br />
** The challenged player has 5min to respond to the challenge or the challenge expires<br />
*** The server message to the challenged player repeats every minute<br />
<br />
=== Accepting / declining a challenge ===<br />
<br />
* @accept_challenge (@ac ?)<br />
* @decline_challenge (@dc ?)<br />
<br />
=== A challenge is accepted ===<br />
* If the requested ladder map is currently free (recheck every 1min)<br />
** Their status in the queue for the particular map should be announced to them every 1min<br />
*** If either player is disconnected during queueing, a static -10 fame (ELO) penalty is applied to that player<br />
**** Match is cancelled and both players are removed from the queue<br />
**** No bonus fame (ELO) for the other player<br />
** Upon succesfully starting a match, set the appropriate LAST_PLAYED_*_MATCH (YYYY-MM-DD) for both players<br />
*** Set PLAYED_*_MATCHES++<br />
** Give a countdown of 10 seconds to both players as whispers and warp them to the map<br />
*** Lock the map for the duration of the match<br />
*** Start a countdown of 5 minutes upon the match starting<br />
<br />
=== End of battle ===<br />
* After result calculation, announcement and a 30 second wait period, warp players out and free the map lock<br />
** Set appropriate WON_* and LOST_*<br />
* If 5 minutes are full and both players are alive<br />
** -100 ELO (fame) static penalty for both, no real ELO calculation<br />
* A player disconnects or times out or dies<br />
** Remaining player wins, count new ELO (fame) for both<br />
** Announce the result and ELO + ladder rank changes to both players with a 30s delay so they get the results when they're back in the normal game and not in the arena anymore</div>Rotonenhttps://wiki.themanaworld.org/index.php?title=User:Rotonen/tmw-ea-pvp-draft&diff=15612User:Rotonen/tmw-ea-pvp-draft2010-10-17T09:52:54Z<p>Rotonen: /* Assumptions */</p>
<hr />
<div>=== Assumptions ===<br />
* There is a set of one on one PvP arena maps<br />
** PvP arena maps have the no_save flag set<br />
*** This means if someone dies or disconnects there, they will not get back into the game there and cannot disrupt future matches<br />
** one on one maps are 50 x 50 tiles<br />
** There are 4 possible start positions on a one on one map<br />
*** They should be somewhat equally far from each other<br />
*** A player is warped to a random start position on the map<br />
* You can play for fame or money<br />
** You can play for 0 money as a practice match<br />
** Only one fame match per day per character<br />
* You can only invoke the related atcommands only from the Hurnscald map<br />
* The ladder is viewable as a .txt on the web server<br />
* If a player has not played a match for 30 days, there is a -100 fame (ELO) static penalty<br />
** This repeats every 30 days if no matches are played<br />
** This penalty cannot take you under 1000 fame ELO<br />
<br />
=== Registration ===<br />
<br />
Players are registered for the PVP ladder automatically at lvl80<br />
* Their ELO is set to 1000<br />
* Their PLAYED_ONE_ON_ONE_FAME_MATCHES is set to 0<br />
* Their PLAYED_ONE_ON_ONE_MONEY_MATCHES is set to 0<br />
** They are considered a newbie until they have played 20 fame matches (this 20 match separation comes from the ELO specification)<br />
*** Newbies are not shown on the ladder, even though they have a real ELO<br />
*** After 20 fame matches a player is ranked and shows up on the ladder<br />
<br />
=== Challenging ===<br />
<br />
* @challenge <nick> <map> <'fame'|amount_money><br />
** Fails if<br />
*** Challenged player does not exist<br />
*** Challenged player is not at least lvl80<br />
*** Either player already has a challenge currently (bool CHALLENGED ?)<br />
*** Challenged player does not have enough money for the money challenge<br />
*** Both players are not on the Hurnscald map<br />
*** Either player has LAST_PLAYED_ONE_ON_ONE_FAME_MATCH == today<br />
** The challenged player is notified by a server message of challenging player rank, ELO (fame) and amount of played fame and money matches<br />
** The challenged player has 5min to respond to the challenge or the challenge expires<br />
*** The server message to the challenged player repeats every minute<br />
<br />
=== Accepting / declining a challenge ===<br />
<br />
* @accept_challenge (@ac ?)<br />
* @decline_challenge (@dc ?)<br />
<br />
=== A challenge is accepted ===<br />
* If the requested ladder map is currently free (recheck every 1min)<br />
** Their status in the queue for the particular map should be announced to them every 1min<br />
*** If either player is disconnected during queueing, a static -10 fame (ELO) penalty is applied to that player<br />
**** Both players are removed from the queue<br />
**** No bonus fame (ELO) for the other player<br />
** Upon succesfully starting a match, set the appropriate LAST_PLAYED_*_MATCH (YYYY-MM-DD) for both players<br />
*** Set PLAYED_*_MATCHES++<br />
** Give a countdown of 10 seconds to both players as whispers and warp them to the map<br />
*** Lock the map for the duration of the match<br />
*** Start a countdown of 5 minutes upon the match starting<br />
<br />
=== End of battle ===<br />
* After result calculation, announcement and a 30 second wait period, warp players out and free the map lock<br />
* If 5 minutes are full and both players are alive<br />
** -100 ELO (fame) static penalty for both, no real ELO calculation<br />
* A player disconnects or times out or dies<br />
** Remaining player wins, count new ELO (fame) for both</div>Rotonenhttps://wiki.themanaworld.org/index.php?title=User:Rotonen/tmw-ea-pvp-draft&diff=15611User:Rotonen/tmw-ea-pvp-draft2010-10-17T09:47:20Z<p>Rotonen: /* A challenge is accepted */</p>
<hr />
<div>=== Assumptions ===<br />
* There is a set of one on one PvP arena maps<br />
** PvP arena maps have the no_save flag set<br />
*** This means if someone dies or disconnects there, they will not get back into the game there and cannot disrupt future matches<br />
** one on one maps are 50 x 50 tiles<br />
** There are 4 possible start positions on a one on one map<br />
*** They should be somewhat equally far from each other<br />
*** A player is warped to a random start position on the map<br />
* You can play for fame or money<br />
** You can play for 0 money as a practice match<br />
** Only one fame match per day per character<br />
* You can only invoke the related atcommands only from the Hurnscald map<br />
* The ladder is viewable as a .txt on the web server<br />
<br />
=== Registration ===<br />
<br />
Players are registered for the PVP ladder automatically at lvl80<br />
* Their ELO is set to 1000<br />
* Their PLAYED_ONE_ON_ONE_FAME_MATCHES is set to 0<br />
* Their PLAYED_ONE_ON_ONE_MONEY_MATCHES is set to 0<br />
** They are considered a newbie until they have played 20 fame matches (this 20 match separation comes from the ELO specification)<br />
*** Newbies are not shown on the ladder, even though they have a real ELO<br />
*** After 20 fame matches a player is ranked and shows up on the ladder<br />
<br />
=== Challenging ===<br />
<br />
* @challenge <nick> <map> <'fame'|amount_money><br />
** Fails if<br />
*** Challenged player does not exist<br />
*** Challenged player is not at least lvl80<br />
*** Either player already has a challenge currently (bool CHALLENGED ?)<br />
*** Challenged player does not have enough money for the money challenge<br />
*** Both players are not on the Hurnscald map<br />
*** Either player has LAST_PLAYED_ONE_ON_ONE_FAME_MATCH == today<br />
** The challenged player is notified by a server message of challenging player rank, ELO (fame) and amount of played fame and money matches<br />
** The challenged player has 5min to respond to the challenge or the challenge expires<br />
*** The server message to the challenged player repeats every minute<br />
<br />
=== Accepting / declining a challenge ===<br />
<br />
* @accept_challenge (@ac ?)<br />
* @decline_challenge (@dc ?)<br />
<br />
=== A challenge is accepted ===<br />
* If the requested ladder map is currently free (recheck every 1min)<br />
** Their status in the queue for the particular map should be announced to them every 1min<br />
*** If either player is disconnected during queueing, a static -10 fame (ELO) penalty is applied to that player<br />
**** Both players are removed from the queue<br />
**** No bonus fame (ELO) for the other player<br />
** Upon succesfully starting a match, set the appropriate LAST_PLAYED_*_MATCH (YYYY-MM-DD) for both players<br />
*** Set PLAYED_*_MATCHES++<br />
** Give a countdown of 10 seconds to both players as whispers and warp them to the map<br />
*** Lock the map for the duration of the match<br />
*** Start a countdown of 5 minutes upon the match starting<br />
<br />
=== End of battle ===<br />
* After result calculation, announcement and a 30 second wait period, warp players out and free the map lock<br />
* If 5 minutes are full and both players are alive<br />
** -100 ELO (fame) static penalty for both, no real ELO calculation<br />
* A player disconnects or times out or dies<br />
** Remaining player wins, count new ELO (fame) for both</div>Rotonenhttps://wiki.themanaworld.org/index.php?title=User:Rotonen/tmw-ea-pvp-draft&diff=15610User:Rotonen/tmw-ea-pvp-draft2010-10-17T09:44:42Z<p>Rotonen: /* A challenge is accepted */</p>
<hr />
<div>=== Assumptions ===<br />
* There is a set of one on one PvP arena maps<br />
** PvP arena maps have the no_save flag set<br />
*** This means if someone dies or disconnects there, they will not get back into the game there and cannot disrupt future matches<br />
** one on one maps are 50 x 50 tiles<br />
** There are 4 possible start positions on a one on one map<br />
*** They should be somewhat equally far from each other<br />
*** A player is warped to a random start position on the map<br />
* You can play for fame or money<br />
** You can play for 0 money as a practice match<br />
** Only one fame match per day per character<br />
* You can only invoke the related atcommands only from the Hurnscald map<br />
* The ladder is viewable as a .txt on the web server<br />
<br />
=== Registration ===<br />
<br />
Players are registered for the PVP ladder automatically at lvl80<br />
* Their ELO is set to 1000<br />
* Their PLAYED_ONE_ON_ONE_FAME_MATCHES is set to 0<br />
* Their PLAYED_ONE_ON_ONE_MONEY_MATCHES is set to 0<br />
** They are considered a newbie until they have played 20 fame matches (this 20 match separation comes from the ELO specification)<br />
*** Newbies are not shown on the ladder, even though they have a real ELO<br />
*** After 20 fame matches a player is ranked and shows up on the ladder<br />
<br />
=== Challenging ===<br />
<br />
* @challenge <nick> <map> <'fame'|amount_money><br />
** Fails if<br />
*** Challenged player does not exist<br />
*** Challenged player is not at least lvl80<br />
*** Either player already has a challenge currently (bool CHALLENGED ?)<br />
*** Challenged player does not have enough money for the money challenge<br />
*** Both players are not on the Hurnscald map<br />
*** Either player has LAST_PLAYED_ONE_ON_ONE_FAME_MATCH == today<br />
** The challenged player is notified by a server message of challenging player rank, ELO (fame) and amount of played fame and money matches<br />
** The challenged player has 5min to respond to the challenge or the challenge expires<br />
*** The server message to the challenged player repeats every minute<br />
<br />
=== Accepting / declining a challenge ===<br />
<br />
* @accept_challenge (@ac ?)<br />
* @decline_challenge (@dc ?)<br />
<br />
=== A challenge is accepted ===<br />
* If the requested ladder map is currently free (recheck every 1min)<br />
** Their status in the queue for the particular map should be announced to them every 1min<br />
** Upon succesfully starting a match, set the appropriate LAST_PLAYED_*_MATCH (YYYY-MM-DD) for both players<br />
*** Set PLAYED_*_MATCHES++<br />
** Give a countdown of 10 seconds to both players as whispers and warp them to the map<br />
*** Lock the map for the duration of the match<br />
*** Start a countdown of 5 minutes upon the match starting<br />
<br />
=== End of battle ===<br />
* After result calculation, announcement and a 30 second wait period, warp players out and free the map lock<br />
* If 5 minutes are full and both players are alive<br />
** -100 ELO (fame) static penalty for both, no real ELO calculation<br />
* A player disconnects or times out or dies<br />
** Remaining player wins, count new ELO (fame) for both</div>Rotonenhttps://wiki.themanaworld.org/index.php?title=User:Rotonen/tmw-ea-pvp-draft&diff=15609User:Rotonen/tmw-ea-pvp-draft2010-10-17T09:43:30Z<p>Rotonen: /* A challenge is accepted */</p>
<hr />
<div>=== Assumptions ===<br />
* There is a set of one on one PvP arena maps<br />
** PvP arena maps have the no_save flag set<br />
*** This means if someone dies or disconnects there, they will not get back into the game there and cannot disrupt future matches<br />
** one on one maps are 50 x 50 tiles<br />
** There are 4 possible start positions on a one on one map<br />
*** They should be somewhat equally far from each other<br />
*** A player is warped to a random start position on the map<br />
* You can play for fame or money<br />
** You can play for 0 money as a practice match<br />
** Only one fame match per day per character<br />
* You can only invoke the related atcommands only from the Hurnscald map<br />
* The ladder is viewable as a .txt on the web server<br />
<br />
=== Registration ===<br />
<br />
Players are registered for the PVP ladder automatically at lvl80<br />
* Their ELO is set to 1000<br />
* Their PLAYED_ONE_ON_ONE_FAME_MATCHES is set to 0<br />
* Their PLAYED_ONE_ON_ONE_MONEY_MATCHES is set to 0<br />
** They are considered a newbie until they have played 20 fame matches (this 20 match separation comes from the ELO specification)<br />
*** Newbies are not shown on the ladder, even though they have a real ELO<br />
*** After 20 fame matches a player is ranked and shows up on the ladder<br />
<br />
=== Challenging ===<br />
<br />
* @challenge <nick> <map> <'fame'|amount_money><br />
** Fails if<br />
*** Challenged player does not exist<br />
*** Challenged player is not at least lvl80<br />
*** Either player already has a challenge currently (bool CHALLENGED ?)<br />
*** Challenged player does not have enough money for the money challenge<br />
*** Both players are not on the Hurnscald map<br />
*** Either player has LAST_PLAYED_ONE_ON_ONE_FAME_MATCH == today<br />
** The challenged player is notified by a server message of challenging player rank, ELO (fame) and amount of played fame and money matches<br />
** The challenged player has 5min to respond to the challenge or the challenge expires<br />
*** The server message to the challenged player repeats every minute<br />
<br />
=== Accepting / declining a challenge ===<br />
<br />
* @accept_challenge (@ac ?)<br />
* @decline_challenge (@dc ?)<br />
<br />
=== A challenge is accepted ===<br />
* If the requested ladder map is currently free (recheck every 1min)<br />
** Their status in the queue for the particular map should be announced to them every 1min<br />
** Upon succesfully starting a match, set the appropriate LAST_PLAYED_*_MATCH (YYYY-MM-DD) for both players<br />
*** Set PLAYED_*_MATCHES++<br />
** Give a countdown of 10 seconds to both players as whispers and warp them to the map<br />
*** Start a countdown of 5 minutes upon the match starting<br />
<br />
=== End of battle ===<br />
* After result calculation, announcement and a 30 second wait period, warp players out and free the map lock<br />
* If 5 minutes are full and both players are alive<br />
** -100 ELO (fame) static penalty for both, no real ELO calculation<br />
* A player disconnects or times out or dies<br />
** Remaining player wins, count new ELO (fame) for both</div>Rotonenhttps://wiki.themanaworld.org/index.php?title=User:Rotonen/tmw-ea-pvp-draft&diff=15608User:Rotonen/tmw-ea-pvp-draft2010-10-17T09:42:37Z<p>Rotonen: /* Challenging */</p>
<hr />
<div>=== Assumptions ===<br />
* There is a set of one on one PvP arena maps<br />
** PvP arena maps have the no_save flag set<br />
*** This means if someone dies or disconnects there, they will not get back into the game there and cannot disrupt future matches<br />
** one on one maps are 50 x 50 tiles<br />
** There are 4 possible start positions on a one on one map<br />
*** They should be somewhat equally far from each other<br />
*** A player is warped to a random start position on the map<br />
* You can play for fame or money<br />
** You can play for 0 money as a practice match<br />
** Only one fame match per day per character<br />
* You can only invoke the related atcommands only from the Hurnscald map<br />
* The ladder is viewable as a .txt on the web server<br />
<br />
=== Registration ===<br />
<br />
Players are registered for the PVP ladder automatically at lvl80<br />
* Their ELO is set to 1000<br />
* Their PLAYED_ONE_ON_ONE_FAME_MATCHES is set to 0<br />
* Their PLAYED_ONE_ON_ONE_MONEY_MATCHES is set to 0<br />
** They are considered a newbie until they have played 20 fame matches (this 20 match separation comes from the ELO specification)<br />
*** Newbies are not shown on the ladder, even though they have a real ELO<br />
*** After 20 fame matches a player is ranked and shows up on the ladder<br />
<br />
=== Challenging ===<br />
<br />
* @challenge <nick> <map> <'fame'|amount_money><br />
** Fails if<br />
*** Challenged player does not exist<br />
*** Challenged player is not at least lvl80<br />
*** Either player already has a challenge currently (bool CHALLENGED ?)<br />
*** Challenged player does not have enough money for the money challenge<br />
*** Both players are not on the Hurnscald map<br />
*** Either player has LAST_PLAYED_ONE_ON_ONE_FAME_MATCH == today<br />
** The challenged player is notified by a server message of challenging player rank, ELO (fame) and amount of played fame and money matches<br />
** The challenged player has 5min to respond to the challenge or the challenge expires<br />
*** The server message to the challenged player repeats every minute<br />
<br />
=== Accepting / declining a challenge ===<br />
<br />
* @accept_challenge (@ac ?)<br />
* @decline_challenge (@dc ?)<br />
<br />
=== A challenge is accepted ===<br />
* If any ladder maps are currently free (recheck every 1min)<br />
** Their status in the queue for the particular map should be announced to them every 1min<br />
** Upon succesfully starting a match, set the appropriate LAST_PLAYED_*_MATCH (YYYY-MM-DD) for both players<br />
*** Set PLAYED_*_MATCHES++<br />
** Give a countdown of 10 seconds to both players as whispers and warp them to the map<br />
*** Start a countdown of 5 minutes upon the match starting<br />
<br />
=== End of battle ===<br />
* After result calculation, announcement and a 30 second wait period, warp players out and free the map lock<br />
* If 5 minutes are full and both players are alive<br />
** -100 ELO (fame) static penalty for both, no real ELO calculation<br />
* A player disconnects or times out or dies<br />
** Remaining player wins, count new ELO (fame) for both</div>Rotonenhttps://wiki.themanaworld.org/index.php?title=User:Rotonen/tmw-ea-pvp-draft&diff=15607User:Rotonen/tmw-ea-pvp-draft2010-10-17T09:41:47Z<p>Rotonen: /* Challenging */</p>
<hr />
<div>=== Assumptions ===<br />
* There is a set of one on one PvP arena maps<br />
** PvP arena maps have the no_save flag set<br />
*** This means if someone dies or disconnects there, they will not get back into the game there and cannot disrupt future matches<br />
** one on one maps are 50 x 50 tiles<br />
** There are 4 possible start positions on a one on one map<br />
*** They should be somewhat equally far from each other<br />
*** A player is warped to a random start position on the map<br />
* You can play for fame or money<br />
** You can play for 0 money as a practice match<br />
** Only one fame match per day per character<br />
* You can only invoke the related atcommands only from the Hurnscald map<br />
* The ladder is viewable as a .txt on the web server<br />
<br />
=== Registration ===<br />
<br />
Players are registered for the PVP ladder automatically at lvl80<br />
* Their ELO is set to 1000<br />
* Their PLAYED_ONE_ON_ONE_FAME_MATCHES is set to 0<br />
* Their PLAYED_ONE_ON_ONE_MONEY_MATCHES is set to 0<br />
** They are considered a newbie until they have played 20 fame matches (this 20 match separation comes from the ELO specification)<br />
*** Newbies are not shown on the ladder, even though they have a real ELO<br />
*** After 20 fame matches a player is ranked and shows up on the ladder<br />
<br />
=== Challenging ===<br />
<br />
* @challenge <nick> <map> <'fame'|amount_money><br />
** Fails if<br />
*** Challenged player does not exist<br />
*** Challenged player is not at least lvl80<br />
*** Challenged player already has a challenge currently (bool CHALLENGED ?)<br />
*** Challenged player does not have enough money for the money challenge<br />
*** Both players are not on the Hurnscald map<br />
*** Either player has LAST_PLAYED_ONE_ON_ONE_FAME_MATCH == today<br />
** The challenged player is notified by a server message of challenging player rank, ELO (fame) and amount of played fame and money matches<br />
** The challenged player has 5min to respond to the challenge or the challenge expires<br />
*** The server message to the challenged player repeats every minute<br />
<br />
=== Accepting / declining a challenge ===<br />
<br />
* @accept_challenge (@ac ?)<br />
* @decline_challenge (@dc ?)<br />
<br />
=== A challenge is accepted ===<br />
* If any ladder maps are currently free (recheck every 1min)<br />
** Their status in the queue for the particular map should be announced to them every 1min<br />
** Upon succesfully starting a match, set the appropriate LAST_PLAYED_*_MATCH (YYYY-MM-DD) for both players<br />
*** Set PLAYED_*_MATCHES++<br />
** Give a countdown of 10 seconds to both players as whispers and warp them to the map<br />
*** Start a countdown of 5 minutes upon the match starting<br />
<br />
=== End of battle ===<br />
* After result calculation, announcement and a 30 second wait period, warp players out and free the map lock<br />
* If 5 minutes are full and both players are alive<br />
** -100 ELO (fame) static penalty for both, no real ELO calculation<br />
* A player disconnects or times out or dies<br />
** Remaining player wins, count new ELO (fame) for both</div>Rotonenhttps://wiki.themanaworld.org/index.php?title=User:Rotonen/tmw-ea-pvp-draft&diff=15606User:Rotonen/tmw-ea-pvp-draft2010-10-17T09:39:19Z<p>Rotonen: </p>
<hr />
<div>=== Assumptions ===<br />
* There is a set of one on one PvP arena maps<br />
** PvP arena maps have the no_save flag set<br />
*** This means if someone dies or disconnects there, they will not get back into the game there and cannot disrupt future matches<br />
** one on one maps are 50 x 50 tiles<br />
** There are 4 possible start positions on a one on one map<br />
*** They should be somewhat equally far from each other<br />
*** A player is warped to a random start position on the map<br />
* You can play for fame or money<br />
** You can play for 0 money as a practice match<br />
** Only one fame match per day per character<br />
* You can only invoke the related atcommands only from the Hurnscald map<br />
* The ladder is viewable as a .txt on the web server<br />
<br />
=== Registration ===<br />
<br />
Players are registered for the PVP ladder automatically at lvl80<br />
* Their ELO is set to 1000<br />
* Their PLAYED_ONE_ON_ONE_FAME_MATCHES is set to 0<br />
* Their PLAYED_ONE_ON_ONE_MONEY_MATCHES is set to 0<br />
** They are considered a newbie until they have played 20 fame matches (this 20 match separation comes from the ELO specification)<br />
*** Newbies are not shown on the ladder, even though they have a real ELO<br />
*** After 20 fame matches a player is ranked and shows up on the ladder<br />
<br />
=== Challenging ===<br />
<br />
* @challenge <nick> <map> <'fame'|amount_money><br />
** Fails if<br />
*** Challenged player does not exist<br />
*** Challenged player is not at least lvl80<br />
*** Challenged player does not have enough money for the money challenge<br />
*** Both players are not in the same newbie/ranked status<br />
*** Both players are not on the Hurnscald map<br />
*** Either player has LAST_PLAYED_ONE_ON_ONE_FAME_MATCH == today<br />
** The challenged player is notified by a server message of challenging player rank, ELO (fame) and amount of played fame and money matches<br />
** The challenged player has 5min to respond to the challenge or the challenge expires<br />
*** The server message to the challenged player repeats every minute<br />
<br />
=== Accepting / declining a challenge ===<br />
<br />
* @accept_challenge (@ac ?)<br />
* @decline_challenge (@dc ?)<br />
<br />
=== A challenge is accepted ===<br />
* If any ladder maps are currently free (recheck every 1min)<br />
** Their status in the queue for the particular map should be announced to them every 1min<br />
** Upon succesfully starting a match, set the appropriate LAST_PLAYED_*_MATCH (YYYY-MM-DD) for both players<br />
*** Set PLAYED_*_MATCHES++<br />
** Give a countdown of 10 seconds to both players as whispers and warp them to the map<br />
*** Start a countdown of 5 minutes upon the match starting<br />
<br />
=== End of battle ===<br />
* After result calculation, announcement and a 30 second wait period, warp players out and free the map lock<br />
* If 5 minutes are full and both players are alive<br />
** -100 ELO (fame) static penalty for both, no real ELO calculation<br />
* A player disconnects or times out or dies<br />
** Remaining player wins, count new ELO (fame) for both</div>Rotonenhttps://wiki.themanaworld.org/index.php?title=User:Rotonen/tmw-ea-pvp-draft&diff=15605User:Rotonen/tmw-ea-pvp-draft2010-10-17T09:37:01Z<p>Rotonen: </p>
<hr />
<div>=== Assumptions ===<br />
* There is a set of one on one PvP arena maps<br />
** PvP arena maps have the no_save flag set<br />
*** This means if someone dies or disconnects there, they will not get back into the game there and cannot disrupt future matches<br />
** one on one maps are 50 x 50 tiles<br />
** There are 4 possible start positions on a one on one map<br />
*** They should be somewhat equally far from each other<br />
*** A player is warped to a random start position on the map<br />
* You can play for fame or money<br />
** You can play for 0 money as a practice match<br />
** Only one fame match per day per character<br />
* You can only invoke the related atcommands only from the Hurnscald map<br />
<br />
=== Registration ===<br />
<br />
Players are registered for the PVP ladder automatically at lvl80<br />
* Their ELO is set to 1000<br />
* Their PLAYED_ONE_ON_ONE_FAME_MATCHES is set to 0<br />
* Their PLAYED_ONE_ON_ONE_MONEY_MATCHES is set to 0<br />
** They are considered a newbie until they have played 20 fame matches (this 20 match separation comes from the ELO specification)<br />
*** Newbies are not shown on the ladder, even though they have a real ELO<br />
*** Newbies can only challenge newbies<br />
*** After 20 fame matches a player is ranked and shows up on the ladder<br />
<br />
=== Challenging ===<br />
<br />
* @challenge <nick> <map> <'fame'|amount_money><br />
** Fails if<br />
*** Challenged player does not exist<br />
*** Challenged player is not at least lvl80<br />
*** Challenged player does not have enough money for the money challenge<br />
*** Both players are not in the same newbie/ranked status<br />
*** Both players are not on the Hurnscald map<br />
*** Either player has LAST_PLAYED_ONE_ON_ONE_FAME_MATCH == today<br />
** The challenged player is notified by a server message of challenging player rank, ELO (fame) and amount of played fame and money matches<br />
** The challenged player has 5min to respond to the challenge or the challenge expires<br />
*** The server message to the challenged player repeats every minute<br />
<br />
=== Accepting / declining a challenge ===<br />
<br />
* @accept_challenge (@ac ?)<br />
* @decline_challenge (@dc ?)<br />
<br />
=== A challenge is accepted ===<br />
* If any ladder maps are currently free (recheck every 1min)<br />
** Their status in the queue for the particular map should be announced to them every 1min<br />
** Upon succesfully starting a match, set the appropriate LAST_PLAYED_*_MATCH (YYYY-MM-DD) for both players<br />
*** Set PLAYED_*_MATCHES++<br />
** Give a countdown of 10 seconds to both players as whispers and warp them to the map<br />
*** Start a countdown of 5 minutes upon the match starting<br />
<br />
=== End of battle ===<br />
* After result calculation, announcement and a 30 second wait period, warp players out and free the map lock<br />
* If 5 minutes are full and both players are alive<br />
** -100 ELO (fame) static penalty for both, no real ELO calculation<br />
* A player disconnects or times out or dies<br />
** Remaining player wins, count new ELO (fame) for both</div>Rotonenhttps://wiki.themanaworld.org/index.php?title=User:Rotonen/tmw-ea-pvp-draft&diff=15604User:Rotonen/tmw-ea-pvp-draft2010-10-17T09:36:25Z<p>Rotonen: </p>
<hr />
<div>=== Assumptions ===<br />
* There is a set of one on one PvP arena maps<br />
** PvP arena maps have the no_save flag set<br />
*** This means if someone dies or disconnects there, they will not get back into the game there<br />
** one on one maps are 50 x 50 tiles<br />
** There are 4 possible start positions on a one on one map<br />
*** They should be somewhat equally far from each other<br />
*** A player is warped to a random start position on the map<br />
* You can play for fame or money<br />
** You can play for 0 money as a practice match<br />
** Only one fame match per day per character<br />
* You can only invoke the related atcommands only from the Hurnscald map<br />
<br />
=== Registration ===<br />
<br />
Players are registered for the PVP ladder automatically at lvl80<br />
* Their ELO is set to 1000<br />
* Their PLAYED_ONE_ON_ONE_FAME_MATCHES is set to 0<br />
* Their PLAYED_ONE_ON_ONE_MONEY_MATCHES is set to 0<br />
** They are considered a newbie until they have played 20 fame matches (this 20 match separation comes from the ELO specification)<br />
*** Newbies are not shown on the ladder, even though they have a real ELO<br />
*** Newbies can only challenge newbies<br />
*** After 20 fame matches a player is ranked and shows up on the ladder<br />
<br />
=== Challenging ===<br />
<br />
* @challenge <nick> <map> <'fame'|amount_money><br />
** Fails if<br />
*** Challenged player does not exist<br />
*** Challenged player is not at least lvl80<br />
*** Challenged player does not have enough money for the money challenge<br />
*** Both players are not in the same newbie/ranked status<br />
*** Both players are not on the Hurnscald map<br />
*** Either player has LAST_PLAYED_ONE_ON_ONE_FAME_MATCH == today<br />
** The challenged player is notified by a server message of challenging player rank, ELO (fame) and amount of played fame and money matches<br />
** The challenged player has 5min to respond to the challenge or the challenge expires<br />
*** The server message to the challenged player repeats every minute<br />
<br />
=== Accepting / declining a challenge ===<br />
<br />
* @accept_challenge (@ac ?)<br />
* @decline_challenge (@dc ?)<br />
<br />
=== A challenge is accepted ===<br />
* If any ladder maps are currently free (recheck every 1min)<br />
** Their status in the queue for the particular map should be announced to them every 1min<br />
** Upon succesfully starting a match, set the appropriate LAST_PLAYED_*_MATCH (YYYY-MM-DD) for both players<br />
*** Set PLAYED_*_MATCHES++<br />
** Give a countdown of 10 seconds to both players as whispers and warp them to the map<br />
*** Start a countdown of 5 minutes upon the match starting<br />
<br />
=== End of battle ===<br />
* After result calculation, announcement and a 30 second wait period, warp players out and free the map lock<br />
* If 5 minutes are full and both players are alive<br />
** -100 ELO (fame) static penalty for both, no real ELO calculation<br />
* A player disconnects or times out or dies<br />
** Remaining player wins, count new ELO (fame) for both</div>Rotonenhttps://wiki.themanaworld.org/index.php?title=User:Rotonen/tmw-ea-pvp-draft&diff=15603User:Rotonen/tmw-ea-pvp-draft2010-10-17T09:27:52Z<p>Rotonen: </p>
<hr />
<div>=== Assumptions ===<br />
* There is a set of one on one PvP arena maps<br />
** PvP arena maps have the no_save flag set<br />
** one on one maps are 50 x 50 tiles<br />
** There are 4 possible start positions on a one on one map<br />
*** They should be somewhat equally far from each other<br />
*** A player is warped to a random start position on the map<br />
* You can play for fame or money<br />
** You can play for 0 money as a practice match<br />
** Only one fame match per day per character<br />
* You can only invoke the related atcommands only from the Hurnscald map<br />
<br />
=== Registration ===<br />
<br />
Players are registered for the PVP ladder automatically at lvl80<br />
* Their ELO is set to 1000<br />
* Their PLAYED_ONE_ON_ONE_FAME_MATCHES is set to 0<br />
* Their PLAYED_ONE_ON_ONE_MONEY_MATCHES is set to 0<br />
** They are considered a newbie until they have played 20 fame matches (this 20 match separation comes from the ELO specification)<br />
*** Newbies are not shown on the ladder, even though they have a real ELO<br />
*** Newbies can only challenge newbies<br />
*** After 20 fame matches a player is ranked and shows up on the ladder<br />
<br />
=== Challenging ===<br />
<br />
* @challenge <nick> <map> <'fame'|amount_money><br />
** Fails if<br />
*** Challenged player does not exist<br />
*** Challenged player is not at least lvl80<br />
*** Challenged player does not have enough money for the money challenge<br />
*** Both players are not in the same newbie/ranked status<br />
*** Both players are not on the Hurnscald map<br />
*** Either player has LAST_PLAYED_ONE_ON_ONE_FAME_MATCH == today<br />
** The challenged player is notified by a server message of challenging player rank, ELO (fame) and amount of played fame and money matches<br />
** The challenged player has 5min to respond to the challenge or the challenge expires<br />
*** The server message to the challenged player repeats every minute<br />
<br />
=== Accepting / declining a challenge ===<br />
<br />
* @accept_challenge (@ac ?)<br />
* @decline_challenge (@dc ?)<br />
<br />
=== A challenge is accepted ===<br />
* If any ladder maps are currently free (recheck every 1min)<br />
** Their status in the queue for the particular map should be announced to them every 1min<br />
** Upon succesfully starting a match, set the appropriate LAST_PLAYED_*_MATCH (YYYY-MM-DD) for both players<br />
*** Set PLAYED_*_MATCHES++<br />
** Give a countdown of 10 seconds to both players as whispers and warp them to the map<br />
*** Start a countdown of 5 minutes upon the match starting<br />
<br />
=== End of battle ===<br />
* After result calculation, announcement and a 30 second wait period, warp players out and free the map lock<br />
* If 5 minutes are full and both players are alive<br />
** -100 ELO (fame) static penalty for both, no real ELO calculation<br />
* A player disconnects or times out or dies<br />
** Remaining player wins, count new ELO (fame) for both</div>Rotonenhttps://wiki.themanaworld.org/index.php?title=User:Rotonen/tmw-ea-pvp-draft&diff=15602User:Rotonen/tmw-ea-pvp-draft2010-10-17T09:25:31Z<p>Rotonen: New page: === Assumptions === * There is a set of one on one PvP arena maps ** PvP arena maps have the no_save flag set ** one on one maps are 50 x 50 tiles ** There are 4 possible start positions ...</p>
<hr />
<div><br />
=== Assumptions ===<br />
* There is a set of one on one PvP arena maps<br />
** PvP arena maps have the no_save flag set<br />
** one on one maps are 50 x 50 tiles<br />
** There are 4 possible start positions on a one on one map<br />
*** They should be somewhat equally far from each other<br />
*** A player is warped to a random start position on the map<br />
* Only one fame match per day per character<br />
* You can play for fame or money<br />
** You can play for 0 money as a practice map<br />
* You can only invoke the related atcommands from the Hurnscald map<br />
<br />
=== Registration ===<br />
<br />
Players are registered for the PVP ladder automatically at lvl80<br />
* Their ELO is set to 1000<br />
* Their PLAYED_ONE_ON_ONE_FAME_MATCHES is set to 0<br />
* Their PLAYED_ONE_ON_ONE_MONEY_MATCHES is set to 0<br />
** They are considered a newbie until they have played 20 fame matches (this 20 match separation comes from the ELO specification)<br />
*** Newbies are not shown on the ladder, even though they have a real ELO<br />
*** Newbies can only challenge newbies<br />
*** After 20 fame matches a player is ranked and shows up on the ladder<br />
<br />
=== Challenging ===<br />
<br />
* @challenge <nick> <map> <'fame'|amount_money><br />
** Fails if<br />
*** Challenged player does not exist<br />
*** Challenged player is not at least lvl80<br />
*** Challenged player does not have enough money for the money challenge<br />
*** Both players are not in the same newbie/ranked status<br />
*** Both players are not on the Hurnscald map<br />
*** Either player has LAST_PLAYED_ONE_ON_ONE_FAME_MATCH == today<br />
** The challenged player is notified by a server message of challenging player rank, ELO (fame) and amount of played fame and money matches<br />
** The challenged player has 5min to respond to the challenge or the challenge expires<br />
*** The server message to the challenged player repeats every minute<br />
<br />
=== Accepting / declining a challenge ===<br />
<br />
* @accept_challenge (@ac ?)<br />
* @decline_challenge (@dc ?)<br />
<br />
=== A challenge is accepted ===<br />
* If any ladder maps are currently free (recheck every 1min)<br />
** Their status in the queue for the particular map should be announced to them every 1min<br />
** Upon succesfully starting a match, set the appropriate LAST_PLAYED_*_MATCH (YYYY-MM-DD) for both players<br />
*** Set PLAYED_*_MATCHES++<br />
** Give a countdown of 10 seconds to both players as whispers and warp them to the map<br />
*** Start a countdown of 5 minutes upon the match starting<br />
<br />
=== End of battle ===<br />
* After result calculation, announcement and a 30 second wait period, warp players out and free the map lock<br />
* If 5 minutes are full and both players are alive<br />
** -100 ELO (fame) static penalty for both, no real ELO calculation<br />
* A player disconnects or times out or dies<br />
** Remaining player wins, count new ELO (fame) for both</div>Rotonenhttps://wiki.themanaworld.org/index.php?title=User:Rotonen/tmw-cr-graphics-guideline&diff=15567User:Rotonen/tmw-cr-graphics-guideline2010-10-12T21:04:14Z<p>Rotonen: </p>
<hr />
<div>When you create pixel art for TMW CR projects please follow these guidelines to avoid personal frustration. Pixel art which does not follow these guidelines has no chance of getting into the game.<br />
<br />
=== Licensing ===<br />
* All graphics must be released under the [http://www.gnu.org/licenses/gpl-2.0.html GNU General Public License v2]<br />
** For inspired and derived work you need to be able to provide us a full traceability chain of authors<br />
** Your work can be used for any commercial projects by anyone who desires to do so, but they have to properly attribute you as the author of it<br />
*** This makes it incompatible with most commonly used Creative Commons licenses<br />
*** Some people see this as an offending bit of licensing<br />
*** Others see this as a chance of getting their name into a commercial project and getting great advertisement and visibility for their talent<br />
* The pixel art must be made by you or derived from TMW's (or any other license compatible source's) existing graphics<br />
** We cannot accept pixel art ripped from undisclosed sources as this might get us into legal trouble<br />
*** No matter what your interpretation of it might be: RPG Maker tiles and sprites are not free for us to use<br />
<br />
=== Scale ===<br />
* The player is approximately 1 x 2 tiles big<br />
** The exact pixel dimensions are not specified until we have a playerset<br />
<br />
=== Universal Graphical Guidelines ===<br />
* Outlines: 1px, Colored. We use 3 kinds of different outlines:<br />
** Ground level: should have the dullest colors (no outlines everything blends into each other) ([[:Image:Outlines_ground.png|Example]])<br />
** Objects level: stands out from the ground level (with more contrast and maybe even a light outline)<br />
** Beings (players, monsters) and item icons level: stands out the most (heavily saturated with dark outlines)<br />
* Perspective: top-down 45° view angle. ([[:Image:Perspective_Reference.png|Example]])<br />
* Light Direction: South-West ([[:Image:Lightdirection.png|Example]])<br />
** Objects should be fully lit ([[:Image:Lighting fill.png|Example]])<br />
* Wind Direction: From West to East<br />
* Drop Shadows:<br />
** Large objects on outdoors tilesets have a drop shadow to the northeast<br />
** Flying creatures have a drop shadow incorrectly below them to visually aid locating them<br />
*** The drop shadow for flying creatures is a plain circular shadow<br />
** Shadows should be pure black (#000000), and have an opacity of 30%, the edges have a opacity of 15%<br />
* All submitted work should come with an author tag<br />
** Here goes an example of an author tag and a link to an article with all of them<br />
<br />
=== Tilesets ===<br />
* Do not use vanishing point projection. All objects have to be drawn in zero-point perspective ([[:Image:Vanishing point perspective.png|Example]])<br />
** The perspective is the trickiest thing about tilesets and we cannot accept perspective conflicts<br />
** [http://en.wikipedia.org/wiki/Perspective_%28graphical%29#Types_of_perspective Some hints on perspective]<br />
* Walls, borders, etc. should have 8-way tileability<br />
* Clearly organic parts should have variety tiles available, for example: grass, dirt, borders of organic things (water edge, sand/grass transition [8-way!])<br />
** Man made objects can be made more uniform, but should come with decal tiles for deterioration etc.<br />
* Tileset objects larger than 1 x 1 tiles should go into a separate 2x, 3x, etc. tileset<br />
** For example an object 2 x 3 tiles large goes onto the 3x tileset<br />
* All tiles on a single tileset should have the same warm / cold feeling<br />
* When contributing to a tileset, match the used palette as much as possible to get the same feeling<br />
<br />
=== Creatures ===<br />
* You may mirror the creature sprites, as long as the lighting is correct<br />
* There is no size restriction, please go berserk if feel it is appropriate<br />
<br />
=== NPCs ===<br />
* NPC's should be in the same style as the player sprites.<br />
** NPC's do not and should not be constrained by player pose and body shape.<br />
** Shadows should NOT be used for NPCs, shadows are reserved for large objects or flying creatures.<br />
** Some NPCs not in the same style as the player sprites may be accepted if appropriate.<br />
<br />
=== Icons ===<br />
* There are separate inventory icons and drop icons<br />
** Inventory icons are 32 x 32 pixels<br />
** Drop icons can be of any size<br />
*** Drop icons of weapons should have the weapon sticking out of the ground<br />
<br />
=== Equipment ===<br />
* There is no playerset yet<br />
* Weapon sprites will use motion trailing [http://www.frozen-studios.com/sketches/36.jpg Example]<br />
* No thought work about equipment has been done so far</div>Rotonenhttps://wiki.themanaworld.org/index.php?title=User:Rotonen/tmw-cr-graphics-guideline&diff=15551User:Rotonen/tmw-cr-graphics-guideline2010-10-11T06:08:19Z<p>Rotonen: </p>
<hr />
<div>When you create pixel art for TMW CR projects please follow these guidelines to avoid personal frustration. Pixel art which does not follow these guidelines has no chance of getting into the game.<br />
<br />
=== Licensing ===<br />
* All graphics must be released under the [http://www.gnu.org/licenses/gpl-2.0.html GNU General Public License v2]<br />
** For inspired and derived work you need to be able to provide us a full traceability chain of authors<br />
** Your work can be used for any commercial projects by anyone who desires to do so, but they have to properly attribute you as the author of it<br />
*** This makes it incompatible with most commonly used Creative Commons licenses<br />
*** Some people see this as an offending bit of licensing<br />
*** Others see this as a chance of getting their name into a commercial project and getting great advertisement and visibility for their talent<br />
* The pixel art must be made by you or derived from TMW's (or any other license compatible source's) existing graphics<br />
** We cannot accept pixel art ripped from undisclosed sources as this might get us into legal trouble<br />
*** No matter what your interpretation of it might be: RPG Maker tiles and sprites are not free for us to use<br />
<br />
=== Scale ===<br />
* The player is approximately 1 x 2 tiles big<br />
** The exact pixel dimensions are not specified until we have a playerset<br />
<br />
=== Universal Graphical Guidelines ===<br />
* Outlines: 1px, Colored. We use 3 kinds of different outlines:<br />
** Ground level: should have the dullest colors (no outlines everything blends into each other) ([[:Image:Outlines_ground.png|Example]])<br />
** Objects level: stands out from the ground level (with more contrast and maybe even a light outline)<br />
** Beings (players, monsters) and item icons level: stands out the most (heavily saturated with dark outlines)<br />
* Perspective: top-down 45° view angle. ([[:Image:Perspective_Reference.png|Example]])<br />
* Light Direction: South-West ([[:Image:Lightdirection.png|Example]])<br />
** Objects should be fully lit ([[:Image:Lighting fill.png|Example]])<br />
* Wind Direction: From West to East<br />
* Drop Shadows:<br />
** Large objects on outdoors tilesets have a drop shadow to the northeast<br />
** Flying creatures have a drop shadow incorrectly below them to visually aid locating them<br />
*** The drop shadow for flying creatures is a plain circular shadow<br />
** Shadows should be pure black (#000000), and have an opacity of 30%, the edges have a opacity of 15%<br />
<br />
=== Tilesets ===<br />
* Do not use vanishing point projection. All objects have to be drawn in zero-point perspective ([[:Image:Vanishing point perspective.png|Example]])<br />
** The perspective is the trickiest thing about tilesets and we cannot accept perspective conflicts<br />
** [http://en.wikipedia.org/wiki/Perspective_%28graphical%29#Types_of_perspective Some hints on perspective]<br />
* Walls, borders, etc. should have 8-way tileability<br />
* Clearly organic parts should have variety tiles available, for example: grass, dirt, borders of organic things (water edge, sand/grass transition [8-way!])<br />
** Man made objects can be made more uniform, but should come with decal tiles for deterioration etc.<br />
* All tiles on a single tileset should have the same warm / cold feeling<br />
* When contributing to a tileset, match the used palette as much as possible to get the same feeling<br />
<br />
=== Creatures ===<br />
* You may mirror the creature sprites, as long as the lighting is correct<br />
* There is no size restriction, please go berserk if feel it is appropriate<br />
<br />
=== NPCs ===<br />
* NPC's should be in the same style as the player sprites.<br />
** NPC's do not and should not be constrained by player pose and body shape.<br />
** Shadows should NOT be used for NPCs, shadows are reserved for large objects or flying creatures.<br />
** Some NPCs not in the same style as the player sprites may be accepted if appropriate.<br />
<br />
=== Icons ===<br />
* There are separate inventory icons and drop icons<br />
** Inventory icons are 32 x 32 pixels<br />
** Drop icons can be of any size<br />
*** Drop icons of weapons should have the weapon sticking out of the ground<br />
<br />
=== Equipment ===<br />
* There is no playerset yet<br />
* Weapon sprites will use motion trailing [http://www.frozen-studios.com/sketches/36.jpg Example]<br />
* No thought work about equipment has been done so far</div>Rotonenhttps://wiki.themanaworld.org/index.php?title=User:Rotonen/tmw-cr-graphics-guideline&diff=15550User:Rotonen/tmw-cr-graphics-guideline2010-10-11T06:07:02Z<p>Rotonen: </p>
<hr />
<div>When you create pixel art for TMW CR projects please follow these guidelines to avoid personal frustration. Pixel art which does not follow these guidelines has no chance of getting into the game.<br />
<br />
=== Licensing ===<br />
* All graphics must be released under the [http://www.gnu.org/licenses/gpl-2.0.html GNU General Public License v2]<br />
** For inspired and derived work you need to be able to provide us a full traceability chain of authors<br />
** Your work can be used for any commercial projects by anyone who desires to do so, but they have to properly attribute you as the author of it<br />
*** This makes it incompatible with most commonly used Creative Commons licenses<br />
*** Some people see this as an offending bit of licensing<br />
*** Others see this as a chance of getting their name into a commercial project and getting great advertisement and visibility for their talent<br />
* The pixel art must be made by you or derived from TMW's (or any other license compatible source's) existing graphics<br />
** We cannot accept pixel art ripped from undisclosed sources as this might get us into legal trouble<br />
*** No matter what your interpretation of it might be: RPG Maker tiles and sprites are not free for us to use<br />
<br />
=== Universal Graphical Guidelines ===<br />
* Outlines: 1px, Colored. We use 3 kinds of different outlines:<br />
** Ground level: should have the dullest colors (no outlines everything blends into each other) ([[:Image:Outlines_ground.png|Example]])<br />
** Objects level: stands out from the ground level (with more contrast and maybe even a light outline)<br />
** Beings (players, monsters) and item icons level: stands out the most (heavily saturated with dark outlines)<br />
* Perspective: top-down 45° view angle. ([[:Image:Perspective_Reference.png|Example]])<br />
* Light Direction: South-West ([[:Image:Lightdirection.png|Example]])<br />
** Objects should be fully lit ([[:Image:Lighting fill.png|Example]])<br />
* Wind Direction: From West to East<br />
* Drop Shadows:<br />
** Large objects on outdoors tilesets have a drop shadow to the northeast<br />
** Flying creatures have a drop shadow incorrectly below them to visually aid locating them<br />
*** The drop shadow for flying creatures is a plain circular shadow<br />
** Shadows should be pure black (#000000), and have an opacity of 30%, the edges have a opacity of 15%<br />
<br />
=== Tilesets ===<br />
* Do not use vanishing point projection. All objects have to be drawn in zero-point perspective ([[:Image:Vanishing point perspective.png|Example]])<br />
** The perspective is the trickiest thing about tilesets and we cannot accept perspective conflicts<br />
** [http://en.wikipedia.org/wiki/Perspective_%28graphical%29#Types_of_perspective Some hints on perspective]<br />
* Walls, borders, etc. should have 8-way tileability<br />
* Clearly organic parts should have variety tiles available, for example: grass, dirt, borders of organic things (water edge, sand/grass transition [8-way!])<br />
** Man made objects can be made more uniform, but should come with decal tiles for deterioration etc.<br />
* All tiles on a single tileset should have the same warm / cold feeling<br />
* When contributing to a tileset, match the used palette as much as possible to get the same feeling<br />
<br />
=== Creatures ===<br />
* You may mirror the creature sprites, as long as the lighting is correct<br />
* There is no size restriction, please go berserk if feel it is appropriate<br />
<br />
=== NPCs ===<br />
* NPC's should be in the same style as the player sprites.<br />
** NPC's do not and should not be constrained by player pose and body shape.<br />
** Shadows should NOT be used for NPCs, shadows are reserved for large objects or flying creatures.<br />
** Some NPCs not in the same style as the player sprites may be accepted if appropriate.<br />
<br />
=== Icons ===<br />
* There are separate inventory icons and drop icons<br />
** Inventory icons are 32 x 32 pixels<br />
** Drop icons can be of any size<br />
*** Drop icons of weapons should have the weapon sticking out of the ground<br />
<br />
=== Equipment ===<br />
* There is no playerset yet<br />
* Weapon sprites will use motion trailing [http://www.frozen-studios.com/sketches/36.jpg Example]<br />
* No thought work about equipment has been done so far</div>Rotonenhttps://wiki.themanaworld.org/index.php?title=User:Rotonen/tmw-cr-graphics-guideline&diff=15547User:Rotonen/tmw-cr-graphics-guideline2010-10-10T12:00:02Z<p>Rotonen: </p>
<hr />
<div>When you create pixel art for TMW CR projects please follow these guidelines to avoid personal frustration. Pixel art which does not follow these guidelines has no chance of getting into the game.<br />
<br />
=== Licensing ===<br />
* All graphics must be released under the [http://www.gnu.org/licenses/gpl-2.0.html GNU General Public License v2]<br />
** For inspired and derived work you need to be able to provide us a full traceability chain of authors<br />
** Your work can be used for any commercial projects by anyone who desires to do so, but they have to properly attribute you as the author of it<br />
*** This makes it incompatible with most commonly used Creative Commons licenses<br />
*** Some people see this as an offending bit of licensing<br />
*** Others see this as a chance of getting their name into a commercial project and getting great advertisement and visibility for their talent<br />
* The pixel art must be made by you or derived from TMW's (or any other license compatible source's) existing graphics<br />
** We cannot accept pixel art ripped from undisclosed sources as this might get us into legal trouble<br />
*** No matter what your interpretation of it might be: RPG Maker tiles and sprites are not free for us to use<br />
<br />
=== Universal Graphical Guidelines ===<br />
* Outlines: 1px, Colored. We use 3 kinds of different outlines:<br />
** Ground level: should have the dullest colors (no outlines everything blends into each other) ([[:Image:Outlines_ground.png|Example]])<br />
** Objects level: stands out from the ground level (with more contrast and maybe even a light outline)<br />
** Beings (players, monsters) and item icons level: stands out the most (heavily saturated with dark outlines)<br />
* Perspective: top-down 45° view angle. ([[:Image:Perspective_Reference.png|Example]])<br />
* Light Direction: South-West ([[:Image:Lightdirection.png|Example]])<br />
** Objects should be fully lit ([[:Image:Lighting fill.png|Example]])<br />
* Wind Direction: From West to East<br />
* Drop Shadows:<br />
** Large objects on outdoors tilesets have a drop shadow to the northeast<br />
** Flying creatures have a drop shadow incorrectly below them to visually aid locating them<br />
*** The drop shadow for flying creatures is a plain circular shadow<br />
** Shadows should be pure black (#000000), and have an opacity of 30%, the edges have a opacity of 15%<br />
<br />
=== Tilesets ===<br />
* Do not use vanishing point projection. All objects have to be drawn in zero-point perspective ([[:Image:Vanishing point perspective.png|Example]])<br />
** The perspective is the trickiest thing about tilesets and we cannot accept perspective conflicts<br />
** [http://en.wikipedia.org/wiki/Perspective_%28graphical%29#Types_of_perspective Some hints on perspective]<br />
* All tiles on a single tileset should have the same warm / cold feeling<br />
* When contributing to a tileset, match the used palette as much as possible to get the same feeling<br />
<br />
=== Creatures ===<br />
* You may mirror the creature sprites, as long as the lighting is correct<br />
* There is no size restriction, please go berserk if feel it is appropriate<br />
<br />
=== NPCs ===<br />
* NPC's should be in the same style as the player sprites.<br />
** NPC's do not and should not be constrained by player pose and body shape.<br />
** Shadows should NOT be used for NPCs, shadows are reserved for large objects or flying creatures.<br />
** Some NPCs not in the same style as the player sprites may be accepted if appropriate.<br />
<br />
=== Icons ===<br />
* There are separate inventory icons and drop icons<br />
** Inventory icons are 32 x 32 pixels<br />
** Drop icons can be of any size<br />
*** Drop icons of weapons should have the weapon sticking out of the ground<br />
<br />
=== Equipment ===<br />
* There is no playerset yet<br />
* Weapon sprites will use motion trailing [http://www.frozen-studios.com/sketches/36.jpg Example]<br />
* No thought work about equipment has been done so far</div>Rotonenhttps://wiki.themanaworld.org/index.php?title=User:Rotonen/tmw-cr-graphics-guideline&diff=15546User:Rotonen/tmw-cr-graphics-guideline2010-10-10T11:58:21Z<p>Rotonen: </p>
<hr />
<div>When you create pixel art for TMW CR projects please follow these guidelines to avoid personal frustration. Pixel art which does not follow these guidelines has no chance of getting into the game.<br />
<br />
=== Licensing ===<br />
* All graphics must be released under the [http://www.gnu.org/licenses/gpl-2.0.html GNU General Public License v2]<br />
** For inspired and derived work you need to be able to provide us a full traceability chain of authors<br />
** Your work can be used for any commercial projects by anyone who desires to do so, but they have to properly attribute you as the author of it<br />
*** This makes it incompatible with most commonly used Creative Commons licenses<br />
*** Some people see this as an offending bit of licensing<br />
*** Others see this as a chance of getting their name into a commercial project and getting great advertisement and visibility for their talent<br />
* The pixel art must be made by you or derived from TMW's (or any other license compatible source's) existing graphics<br />
** We cannot accept pixel art ripped from undisclosed sources as this might get us into legal trouble<br />
*** No matter what your interpretation of it might be: RPG Maker tiles and sprites are not free for us to use<br />
<br />
=== Universal Graphical Guidelines ===<br />
* Outlines: 1px, Colored. We use 3 kinds of different outlines:<br />
** Ground level: should have the dullest colors (no outlines everything blends into each other) ([[:Image:Outlines_ground.png|Example]])<br />
** Objects level: stands out from the ground level (with more contrast and maybe even a light outline)<br />
** Beings (players, monsters) and item icons level: stands out the most (heavily saturated with dark outlines)<br />
* Perspective: top-down 45° view angle. ([[:Image:Perspective_Reference.png|Example]])<br />
* Light Direction: South-West ([[:Image:Lightdirection.png|Example]])<br />
** Objects should be fully lit ([[:Image:Lighting fill.png|Example]])<br />
* Wind Direction: From West to East<br />
* Drop Shadows:<br />
** Large objects on outdoors tilesets have a drop shadow to the northeast<br />
** Flying creatures have a drop shadow incorrectly below them to visually aid locating them<br />
*** The drop shadow for flying creatures is a plain circular shadow<br />
** Shadows should be pure black (#000000), and have an opacity of 30%, the edges have a opacity of 15%<br />
<br />
=== Tilesets ===<br />
* Do not use vanishing point projection. All objects have to be drawn in zero-point perspective ([[:Image:Vanishing point perspective.png|Example]])<br />
** The perspective is the trickiest thing about tilesets and we cannot accept perspective conflicts<br />
** [http://en.wikipedia.org/wiki/Perspective_%28graphical%29#Types_of_perspective Some hints on perspective]<br />
* All tiles on a single tileset should have the same warm / cold feeling<br />
* When contributing to a tileset, match the used palette as much as possible to get the same feeling<br />
<br />
=== Creatures ===<br />
* You may mirror the creature sprites, as long as the lighting is correct<br />
* There is no size restriction, please go berserk if feel it is appropriate<br />
<br />
=== NPCs ===<br />
* NPC's should be in the same style as the player sprites.<br />
** NPC's do not and should not be constrained by player pose and body shape.<br />
** Shadows should NOT be used for NPCs, shadows are reserved for large objects or flying creatures.<br />
** Some NPCs not in the same style as the player sprites may be accepted if appropriate.<br />
<br />
=== Icons ===<br />
* There are separate inventory icons and drop icons<br />
** Inventory icons are 32 x 32 pixels<br />
** Drop icons can be of any size<br />
*** Drop icons of weapons should have the weapon sticking out of the ground<br />
<br />
=== Equipment ===<br />
* There is no playerset yet<br />
* No thought work about equipment has been done so far</div>Rotonenhttps://wiki.themanaworld.org/index.php?title=User:Rotonen/tmw-cr-graphics-guideline&diff=15545User:Rotonen/tmw-cr-graphics-guideline2010-10-10T11:58:07Z<p>Rotonen: </p>
<hr />
<div>When you create pixel art for TMW CR projects please follow these guidelines to avoid personal frustration. Pixel art which does not follow these guidelines has no chance of getting into the game.<br />
<br />
=== Licensing ===<br />
* All graphics must be released under the [http://www.gnu.org/licenses/gpl-2.0.html GNU General Public License v2]<br />
** For inspired and derived work you need to be able to provide us a full traceability chain of authors<br />
** Your work can be used for any commercial projects by anyone who desires to do so, but they have to properly attribute you as the author of it<br />
*** This makes it incompatible with most commonly used Creative Commons licenses<br />
*** Some people see this as an offending bit of licensing<br />
*** Others see this as a chance of getting their name into a commercial project and getting great advertisement and visibility for their talent<br />
* The pixel art must be made by you or derived from TMW's (or any other license compatible source's) existing graphics<br />
** We cannot accept pixel art ripped from undisclosed sources as this might get us into legal trouble<br />
*** No matter what your interpretation of it might be: RPG Maker tiles and sprites are not free for us to use<br />
<br />
=== Universal Graphical Guidelines ===<br />
* Outlines: 1px, Colored. We use 3 kinds of different outlines:<br />
** Ground level: should have the dullest colors (no outlines everything blends into each other) ([[:Image:Outlines_ground.png|Example]])<br />
** Objects level: stands out from the ground level (with more contrast and maybe even a light outline)<br />
** Beings (players, monsters) and item icons level: stands out the most (heavily saturated with dark outlines)<br />
* Perspective: top-down 45° view angle. ([[:Image:Perspective_Reference.png|Example]])<br />
* Light Direction: South-West ([[:Image:Lightdirection.png|Example]])<br />
** Objects should be fully lit ([[:Image:Lighting fill.png|Example]])<br />
* Wind Direction: From West to East<br />
* Drop Shadows:<br />
** Large objects on outdoors tilesets have a drop shadow to the northeast<br />
** Flying creatures have a drop shadow incorrectly below them to visually aid locating them<br />
*** The drop shadow is a plain circular shadow<br />
** Shadows should be pure black (#000000), and have an opacity of 30%, the edges have a opacity of 15%<br />
<br />
=== Tilesets ===<br />
* Do not use vanishing point projection. All objects have to be drawn in zero-point perspective ([[:Image:Vanishing point perspective.png|Example]])<br />
** The perspective is the trickiest thing about tilesets and we cannot accept perspective conflicts<br />
** [http://en.wikipedia.org/wiki/Perspective_%28graphical%29#Types_of_perspective Some hints on perspective]<br />
* All tiles on a single tileset should have the same warm / cold feeling<br />
* When contributing to a tileset, match the used palette as much as possible to get the same feeling<br />
<br />
=== Creatures ===<br />
* You may mirror the creature sprites, as long as the lighting is correct<br />
* There is no size restriction, please go berserk if feel it is appropriate<br />
<br />
=== NPCs ===<br />
* NPC's should be in the same style as the player sprites.<br />
** NPC's do not and should not be constrained by player pose and body shape.<br />
** Shadows should NOT be used for NPCs, shadows are reserved for large objects or flying creatures.<br />
** Some NPCs not in the same style as the player sprites may be accepted if appropriate.<br />
<br />
=== Icons ===<br />
* There are separate inventory icons and drop icons<br />
** Inventory icons are 32 x 32 pixels<br />
** Drop icons can be of any size<br />
*** Drop icons of weapons should have the weapon sticking out of the ground<br />
<br />
=== Equipment ===<br />
* There is no playerset yet<br />
* No thought work about equipment has been done so far</div>Rotonenhttps://wiki.themanaworld.org/index.php?title=User:Rotonen/tmw-cr-graphics-guideline&diff=15544User:Rotonen/tmw-cr-graphics-guideline2010-10-10T11:53:29Z<p>Rotonen: </p>
<hr />
<div>When you create pixel art for TMW CR projects please follow these guidelines to avoid personal frustration. Pixel art which does not follow these guidelines has no chance of getting into the game.<br />
<br />
=== Licensing ===<br />
* All graphics must be released under the [http://www.gnu.org/licenses/gpl-2.0.html GNU General Public License v2]<br />
** For inspired and derived work you need to be able to provide us a full traceability chain of authors<br />
** Your work can be used for any commercial projects by anyone who desires to do so, but they have to properly attribute you as the author of it<br />
*** This makes it incompatible with most commonly used Creative Commons licenses<br />
*** Some people see this as an offending bit of licensing<br />
*** Others see this as a chance of getting their name into a commercial project and getting great advertisement and visibility for their talent<br />
* The pixel art must be made by you or derived from TMW's (or any other license compatible source's) existing graphics<br />
** We cannot accept pixel art ripped from undisclosed sources as this might get us into legal trouble<br />
*** No matter what your interpretation of it might be: RPG Maker tiles and sprites are not free for us to use<br />
<br />
=== Universal Graphical Guidelines ===<br />
* Outlines: 1px, Colored. We use 3 kinds of different outlines:<br />
** Ground level: should have the dullest colors (no outlines everything blends into each other) ([[:Image:Outlines_ground.png|Example]])<br />
** Objects level: stands out from the ground level (with more contrast and maybe even a light outline)<br />
** Beings (players, monsters) and item icons level: stands out the most (heavily saturated with dark outlines)<br />
* Perspective: top-down 45° view angle. ([[:Image:Perspective_Reference.png|Example]])<br />
* Light Direction: South-West ([[:Image:Lightdirection.png|Example]])<br />
** Objects should be fully lit ([[:Image:Lighting fill.png|Example]])<br />
* Wind Direction: From West to East<br />
* Drop Shadows:<br />
** Large objects on outdoors tilesets have a drop shadow to the northeast<br />
** Flying creatures have a drop shadow incorrectly below them to visually aid locating them<br />
*** The drop shadow is a plain circular shadow ([[:Image:Dropshadow.png|Example]])<br />
** Shadows should be pure black (#000000), and have an opacity of 30%, the edges have a opacity of 15%<br />
<br />
=== Tilesets ===<br />
* Do not use vanishing point projection. All objects have to be drawn in zero-point perspective ([[:Image:Vanishing point perspective.png|Example]])<br />
** The perspective is the trickiest thing about tilesets and we cannot accept perspective conflicts<br />
** [http://en.wikipedia.org/wiki/Perspective_%28graphical%29#Types_of_perspective Some hints on perspective]<br />
* All tiles on a single tileset should have the same warm / cold feeling<br />
* When contributing to a tileset, match the used palette as much as possible to get the same feeling<br />
<br />
=== Creatures ===<br />
* You may mirror the creature sprites, as long as the lighting is correct<br />
* There is no size restriction, please go berserk if feel it is appropriate<br />
<br />
=== NPCs ===<br />
* NPC's should be in the same style as the player sprites.<br />
** NPC's do not and should not be constrained by player pose and body shape.<br />
** Shadows should NOT be used for NPCs, shadows are reserved for large objects or flying creatures.<br />
** Some NPCs not in the same style as the player sprites may be accepted if appropriate.<br />
<br />
=== Icons ===<br />
* There are separate inventory icons and drop icons<br />
** Inventory icons are 32 x 32 pixels<br />
** Drop icons can be of any size<br />
*** Drop icons of weapons should have the weapon sticking out of the ground<br />
<br />
=== Equipment ===<br />
* There is no playerset yet<br />
* No thought work about equipment has been done so far</div>Rotonenhttps://wiki.themanaworld.org/index.php?title=User:Rotonen/tmw-cr-graphics-guideline&diff=15543User:Rotonen/tmw-cr-graphics-guideline2010-10-10T11:53:01Z<p>Rotonen: </p>
<hr />
<div>When you create pixel art for TMW CR projects please follow these guidelines to avoid personal frustration. Pixel art which does not follow these guidelines has no chance of getting into the game.<br />
<br />
=== Licensing ===<br />
* All graphics must be released under the [http://www.gnu.org/licenses/gpl-2.0.html GNU General Public License v2]<br />
** For inspired and derived work you need to be able to provide us a full traceability chain of authors<br />
** Your work can be used for any commercial projects by anyone who desires to do so, but they have to properly attribute you as the author of it<br />
*** This makes it incompatible with most commonly used Creative Commons licenses<br />
*** Some people see this as an offending bit of licensing<br />
*** Others see this as a chance of getting their name into a commercial project and getting great advertisement and visibility for their talent<br />
* The pixel art must be made by you or derived from TMW's (or any other license compatible source's) existing graphics<br />
** We cannot accept pixel art ripped from undisclosed sources as this might get us into legal trouble<br />
*** No matter what your interpretation of it might be: RPG Maker tiles and sprites are not free for us to use<br />
<br />
=== Universal Graphical Guidelines ===<br />
* Outlines: 1px, Coloured. We use 3 kinds of different outlines:<br />
** Ground level: should have the dullest colors (no outlines everything blends into each other) ([[:Image:Outlines_ground.png|Example]])<br />
** Objects level: stands out from the ground level (with more contrast and maybe even a light outline)<br />
** Beings (players, monsters) and item icons level: stands out the most (heavily saturated with dark outlines)<br />
* Perspective: top-down 45° view angle. ([[:Image:Perspective_Reference.png|Example]])<br />
* Light Direction: South-West ([[:Image:Lightdirection.png|Example]])<br />
** Objects should be fully lit ([[:Image:Lighting fill.png|Example]])<br />
* Wind Direction: From West to East<br />
* Drop Shadows:<br />
** Large objects on outdoors tilesets have a drop shadow to the northeast<br />
** Flying creatures have a drop shadow incorrectly below them to visually aid locating them<br />
*** The drop shadow is a plain circular shadow ([[:Image:Dropshadow.png|Example]])<br />
** Shadows should be pure black (#000000), and have an opacity of 30%, the edges have a opacity of 15%<br />
<br />
=== Tilesets ===<br />
* Do not use vanishing point projection. All objects have to be drawn in zero-point perspective ([[:Image:Vanishing point perspective.png|Example]])<br />
** The perspective is the trickiest thing about tilesets and we cannot accept perspective conflicts<br />
** [http://en.wikipedia.org/wiki/Perspective_%28graphical%29#Types_of_perspective Some hints on perspective]<br />
* All tiles on a single tileset should have the same warm / cold feeling<br />
* When contributing to a tileset, match the used palette as much as possible to get the same feeling<br />
<br />
=== Creatures ===<br />
* You may mirror the creature sprites, as long as the lighting is correct<br />
* There is no size restriction, please go berserk if feel it is appropriate<br />
<br />
=== NPCs ===<br />
* NPC's should be in the same style as the player sprites.<br />
** NPC's do not and should not be constrained by player pose and body shape.<br />
** Shadows should NOT be used for NPCs, shadows are reserved for large objects or flying creatures.<br />
** Some NPCs not in the same style as the player sprites may be accepted if appropriate.<br />
<br />
=== Icons ===<br />
* There are separate inventory icons and drop icons<br />
** Inventory icons are 32 x 32 pixels<br />
** Drop icons can be of any size<br />
*** Drop icons of weapons should have the weapon sticking out of the ground<br />
<br />
=== Equipment ===<br />
* There is no playerset yet<br />
* No thought work about equipment has been done so far</div>Rotonenhttps://wiki.themanaworld.org/index.php?title=User:Rotonen/tmw-cr-graphics-guideline&diff=15542User:Rotonen/tmw-cr-graphics-guideline2010-10-10T11:52:21Z<p>Rotonen: </p>
<hr />
<div>When you create pixel art for TMW CR projects please follow these guidelines to avoid personal frustration. Pixel art which does not follow these guidelines has no chance of getting into the game.<br />
<br />
=== Licensing ===<br />
* All graphics must be released under the [http://www.gnu.org/licenses/gpl-2.0.html GNU General Public License v2]<br />
** For inspired and derived work you need to be able to provide us a full traceability chain of authors<br />
** Your work can be used for any commercial projects by anyone who desires to do so, but they have to properly attribute you as the author of it<br />
*** This makes it incompatible with most commonly used Creative Commons licenses<br />
*** Some people see this as an offending bit of licensing<br />
*** Others see this as a chance of getting their name into a commercial project and getting great advertisement and visibility for their talent<br />
* The pixel art must be made by you or derived from TMW's (or any other license compatible source's) existing graphics<br />
** We cannot accept pixel art ripped from undisclosed sources as this might get us into legal trouble<br />
<br />
=== Universal Graphical Guidelines ===<br />
* Outlines: 1px, Coloured. We use 3 kinds of different outlines:<br />
** Ground level: should have the dullest colors (no outlines everything blends into each other) ([[:Image:Outlines_ground.png|Example]])<br />
** Objects level: stands out from the ground level (with more contrast and maybe even a light outline)<br />
** Beings (players, monsters) and item icons level: stands out the most (heavily saturated with dark outlines)<br />
* Perspective: top-down 45° view angle. ([[:Image:Perspective_Reference.png|Example]])<br />
* Light Direction: South-West ([[:Image:Lightdirection.png|Example]])<br />
** Objects should be fully lit ([[:Image:Lighting fill.png|Example]])<br />
* Wind Direction: From West to East<br />
* Drop Shadows:<br />
** Large objects on outdoors tilesets have a drop shadow to the northeast<br />
** Flying creatures have a drop shadow incorrectly below them to visually aid locating them<br />
*** The drop shadow is a plain circular shadow ([[:Image:Dropshadow.png|Example]])<br />
** Shadows should be pure black (#000000), and have an opacity of 30%, the edges have a opacity of 15%<br />
<br />
=== Tilesets ===<br />
* Do not use vanishing point projection. All objects have to be drawn in zero-point perspective ([[:Image:Vanishing point perspective.png|Example]])<br />
** The perspective is the trickiest thing about tilesets and we cannot accept perspective conflicts<br />
** [http://en.wikipedia.org/wiki/Perspective_%28graphical%29#Types_of_perspective Some hints on perspective]<br />
* All tiles on a single tileset should have the same warm / cold feeling<br />
* When contributing to a tileset, match the used palette as much as possible to get the same feeling<br />
<br />
=== Creatures ===<br />
* You may mirror the creature sprites, as long as the lighting is correct<br />
* There is no size restriction, please go berserk if feel it is appropriate<br />
<br />
=== NPCs ===<br />
* NPC's should be in the same style as the player sprites.<br />
** NPC's do not and should not be constrained by player pose and body shape.<br />
** Shadows should NOT be used for NPCs, shadows are reserved for large objects or flying creatures.<br />
** Some NPCs not in the same style as the player sprites may be accepted if appropriate.<br />
<br />
=== Icons ===<br />
* There are separate inventory icons and drop icons<br />
** Inventory icons are 32 x 32 pixels<br />
** Drop icons can be of any size<br />
*** Drop icons of weapons should have the weapon sticking out of the ground<br />
<br />
=== Equipment ===<br />
* There is no playerset yet<br />
* No thought work about equipment has been done so far</div>Rotonenhttps://wiki.themanaworld.org/index.php?title=User:Rotonen/tmw-cr-graphics-guideline&diff=15541User:Rotonen/tmw-cr-graphics-guideline2010-10-10T11:51:54Z<p>Rotonen: </p>
<hr />
<div>When you create pixel art for TMW CR projects please follow these guidelines to avoid personal frustration. Pixel art which does not follow these guidelines has no chance of getting into the game.<br />
<br />
=== Licensing ===<br />
* All graphics must be released under the [http://www.gnu.org/licenses/gpl-2.0.html GNU General Public License v2]<br />
** For inspired and derived work you need to be able to provide us a full traceability chain of authors<br />
** Your work can be used for any commercial projects by anyone who desires to do so, but they have to properly attribute you as the author of it<br />
*** This makes it incompatible with most commonly used Creative Commons licenses<br />
*** Some people see this as an offending bit of licensing<br />
*** Others see this as a chance of getting their name into a commercial project and getting great advertisement and visibility for their talent<br />
* The pixel art must be made by you or derived from TMW's (or any other license compatible source's) existing graphics<br />
** We legally cannot accept pixel art ripped from undisclosed sources as this might get us into trouble<br />
<br />
=== Universal Graphical Guidelines ===<br />
* Outlines: 1px, Coloured. We use 3 kinds of different outlines:<br />
** Ground level: should have the dullest colors (no outlines everything blends into each other) ([[:Image:Outlines_ground.png|Example]])<br />
** Objects level: stands out from the ground level (with more contrast and maybe even a light outline)<br />
** Beings (players, monsters) and item icons level: stands out the most (heavily saturated with dark outlines)<br />
* Perspective: top-down 45° view angle. ([[:Image:Perspective_Reference.png|Example]])<br />
* Light Direction: South-West ([[:Image:Lightdirection.png|Example]])<br />
** Objects should be fully lit ([[:Image:Lighting fill.png|Example]])<br />
* Wind Direction: From West to East<br />
* Drop Shadows:<br />
** Large objects on outdoors tilesets have a drop shadow to the northeast<br />
** Flying creatures have a drop shadow incorrectly below them to visually aid locating them<br />
*** The drop shadow is a plain circular shadow ([[:Image:Dropshadow.png|Example]])<br />
** Shadows should be pure black (#000000), and have an opacity of 30%, the edges have a opacity of 15%<br />
<br />
=== Tilesets ===<br />
* Do not use vanishing point projection. All objects have to be drawn in zero-point perspective ([[:Image:Vanishing point perspective.png|Example]])<br />
** The perspective is the trickiest thing about tilesets and we cannot accept perspective conflicts<br />
** [http://en.wikipedia.org/wiki/Perspective_%28graphical%29#Types_of_perspective Some hints on perspective]<br />
* All tiles on a single tileset should have the same warm / cold feeling<br />
* When contributing to a tileset, match the used palette as much as possible to get the same feeling<br />
<br />
=== Creatures ===<br />
* You may mirror the creature sprites, as long as the lighting is correct<br />
* There is no size restriction, please go berserk if feel it is appropriate<br />
<br />
=== NPCs ===<br />
* NPC's should be in the same style as the player sprites.<br />
** NPC's do not and should not be constrained by player pose and body shape.<br />
** Shadows should NOT be used for NPCs, shadows are reserved for large objects or flying creatures.<br />
** Some NPCs not in the same style as the player sprites may be accepted if appropriate.<br />
<br />
=== Icons ===<br />
* There are separate inventory icons and drop icons<br />
** Inventory icons are 32 x 32 pixels<br />
** Drop icons can be of any size<br />
*** Drop icons of weapons should have the weapon sticking out of the ground<br />
<br />
=== Equipment ===<br />
* There is no playerset yet<br />
* No thought work about equipment has been done so far</div>Rotonenhttps://wiki.themanaworld.org/index.php?title=User:Rotonen/tmw-cr-graphics-guideline&diff=15540User:Rotonen/tmw-cr-graphics-guideline2010-10-10T11:50:39Z<p>Rotonen: </p>
<hr />
<div>When you create pixel art for TMW CR projects please follow these guidelines to avoid personal frustration. Pixel art which does not follow these guidelines has no chance of getting into the game.<br />
<br />
=== Licensing ===<br />
* All graphics must be released under the [http://www.gnu.org/licenses/gpl-2.0.html GNU General Public License v2]<br />
** For inspired and derived work you need to be able to provide us a full traceability chain of authors<br />
** Your work can be used for any commercial projects by anyone who desires to do so, but they have to properly attribute you as the author of it<br />
*** This makes it incompatible with most commonly used Creative Commons licenses<br />
*** Some people see this as an offending bit of licensing<br />
*** Others see this as a chance of getting their name into a commercial project and getting great advertisement and visibility for their talent<br />
* The pixel art '''must''' be made by you or derived from TMW's (or any other license compatible source's) existing graphics<br />
** We legally cannot accept pixel art ripped from undisclosed sources as this might get us into trouble<br />
<br />
=== Universal Graphical Guidelines ===<br />
* Outlines: 1px, Coloured. We use 3 kinds of different outlines:<br />
** Ground level: should have the dullest colors (no outlines everything blends into each other) ([[:Image:Outlines_ground.png|Example]])<br />
** Objects level: stands out from the ground level (with more contrast and maybe even a light outline)<br />
** Beings (players, monsters) and item icons level: stands out the most (heavily saturated with dark outlines)<br />
* Perspective: top-down 45° view angle. ([[:Image:Perspective_Reference.png|Example]])<br />
* Light Direction: South-West ([[:Image:Lightdirection.png|Example]])<br />
** Objects should be fully lit ([[:Image:Lighting fill.png|Example]])<br />
* Wind Direction: From West to East<br />
* Drop Shadows:<br />
** Large objects on outdoors tilesets have a drop shadow to the northeast<br />
** Flying creatures have a drop shadow incorrectly below them to visually aid locating them<br />
*** The drop shadow is a plain circular shadow ([[:Image:Dropshadow.png|Example]])<br />
** Shadows should be pure black (#000000), and have an opacity of 30%, the edges have a opacity of 15%<br />
<br />
=== Tilesets ===<br />
* Do not use vanishing point projection. All objects have to be drawn in zero-point perspective ([[:Image:Vanishing point perspective.png|Example]])<br />
** The perspective is the trickiest thing about tilesets and we cannot accept perspective conflicts<br />
** [http://en.wikipedia.org/wiki/Perspective_%28graphical%29#Types_of_perspective Some hints on perspective]<br />
* All tiles on a single tileset should have the same warm / cold feeling<br />
* When contributing to a tileset, match the used palette as much as possible to get the same feeling<br />
<br />
=== Creatures ===<br />
* You may mirror the creature sprites, as long as the lighting is correct<br />
* There is no size restriction, please go berserk if feel it is appropriate<br />
<br />
=== NPCs ===<br />
* NPC's should be in the same style as the player sprites.<br />
** NPC's do not and should not be constrained by player pose and body shape.<br />
** Shadows should NOT be used for NPCs, shadows are reserved for large objects or flying creatures.<br />
** Some NPCs not in the same style as the player sprites may be accepted if appropriate.<br />
<br />
=== Icons ===<br />
* There are separate inventory icons and drop icons<br />
** Inventory icons are 32 x 32 pixels<br />
** Drop icons can be of any size<br />
*** Drop icons of weapons should have the weapon sticking out of the ground<br />
<br />
=== Equipment ===<br />
* There is no playerset yet<br />
* No thought work about equipment has been done so far</div>Rotonenhttps://wiki.themanaworld.org/index.php?title=User:Rotonen/tmw-cr-graphics-guideline&diff=15539User:Rotonen/tmw-cr-graphics-guideline2010-10-10T11:36:45Z<p>Rotonen: New page: When you create pixel art for TMW CR projects please follow these guidelines. Pixel art which does not follow these guidelines has no chance of getting into the game. === Licensing === * ...</p>
<hr />
<div>When you create pixel art for TMW CR projects please follow these guidelines. Pixel art which does not follow these guidelines has no chance of getting into the game.<br />
<br />
=== Licensing ===<br />
* All graphics must be released under the GNU General Public License. This also means for inspired and derivated work you need to be able to provide us a full traceability chain of authors! This also means your work can be used for commercial projects by anyone who desires to do so, but they have to properly attribute you as the author of it.<br />
* The pixel art '''must''' be made by you or derived from TMW's (or any other license compatible source's) existing graphics. We legally cannot accept pixel art ripped from undisclosed sources as this might get us into trouble: please be considerate here.<br />
<br />
=== Universal Graphical Guidelines ===<br />
* Outlines: 1px, Coloured. We use 3 kinds of different outlines:<br />
**Ground level: should have the dullest colors (no outlines everything blends into each other) ([[:Image:Outlines_ground.png|Example]])<br />
**Objects level: stands out from the ground level (with more contrast and maybe even a light outline)<br />
**Beings (players, monsters) and item icons level: stands out the most (heavily saturated with dark outlines)<br />
* Perspective: top-down 45° view angle. ([[:Image:Perspective_Reference.png|Example]])<br />
* Light Direction: South-West ([[:Image:Lightdirection.png|Example]])<br />
** Objects should be fully lit ([[:Image:Lighting fill.png|Example]])<br />
* Wind Direction: From West to East<br />
* Drop Shadows:<br />
**Large objects on outdoors tilesets have a drop shadow to the northeast<br />
**Flying creatures have a drop shadow incorrectly below them to visually aid locating them ([[:Image:Dropshadow.png|Example]])<br />
**Shadows should be pure black (#000000), and have a opacity of 30%, the edges have a opacity of 15%<br />
<br />
=== Tilesets ===<br />
* Do not use vanishing point projection. All objects have to be drawn in zero-point perspective ([[:Image:Vanishing point perspective.png|Example]]) The perspective is the trickiest thing about tilesets and we cannot accept perspective conflicts. [http://en.wikipedia.org/wiki/Perspective_%28graphical%29#Types_of_perspective Some hints on perspective]<br />
* All tiles on a single tileset should have the same warm / cold feeling.<br />
* When contributing to a tileset, match the used pallette as much as possible to get the same feeling<br />
<br />
=== Creatures ===<br />
* You may mirror the creature sprites, as long as the lighting is correct<br />
* There is no size restriction, please go berserk if feel it is appropriate<br />
<br />
=== NPCs ===<br />
* NPC's should be in the same style as the player sprites.<br />
** NPC's do not and should not be constrained by player pose and body shape.<br />
** Shadows should NOT be used for NPCs, shadows are reserved for large objects or flying creatures.<br />
** Some NPCs not in the same style as the player sprites may be accepted if appropriate.<br />
<br />
=== Icons ===<br />
* There are separate inventory icons and drop icons<br />
** Inventory icons are 32 x 32 pixels<br />
** Drop icons can be of any size<br />
*** Drop icons of weapons should have the weapon sticking out of the ground</div>Rotonenhttps://wiki.themanaworld.org/index.php?title=User:Rotonen/tmw-cr-update-guideline&diff=15322User:Rotonen/tmw-cr-update-guideline2010-09-16T20:40:33Z<p>Rotonen: </p>
<hr />
<div>= TMW CR Update Guideline =<br />
<br />
== General Notes ==<br />
<br />
* resources.txt should not be used<br />
* resources.xml should be proper and valid so people do not have to download the types of data they do not potentially want (SFX, music)<br />
<br />
== Term Definitions ==<br />
<br />
=== <type-of-content> ===<br />
* data (xml files in the root of data/ defining client-sided data)<br />
* graphics (anything under data/graphics/: both graphics and xml)<br />
* maps (anything under data/maps)<br />
* sfx (anything under data/sfx)<br />
* music (anything under data/music)<br />
<br />
=== <cr> ===<br />
* CR1, CR2, CR3...<br />
* CR1.1, CR1.2, CR1.3... ...CR1.10, CR1.11, CR1.12...<br />
<br />
=== <n> ===<br />
* 1, 2, 3...<br />
<br />
== Stages of Development ==<br />
<br />
=== dev ===<br />
<br />
'''<type-of-content>'''-yyyy-mm-dd.zip<br />
<br />
=== testing ===<br />
<br />
'''<cr>'''-beta-'''<n>'''.zip<br />
<br />
=== production ===<br />
<br />
'''<cr>'''.zip</div>Rotonenhttps://wiki.themanaworld.org/index.php?title=User:Rotonen/tmw-cr-update-guideline&diff=15321User:Rotonen/tmw-cr-update-guideline2010-09-16T20:37:19Z<p>Rotonen: </p>
<hr />
<div>= TMW CR Update Guideline =<br />
<br />
== Term Definitions ==<br />
<br />
=== <type-of-content> ===<br />
* data (xml files in the root of data/ defining client-sided data)<br />
* graphics (anything under data/graphics/: both graphics and xml)<br />
* maps (anything under data/maps)<br />
* sfx (anything under data/sfx)<br />
* music (anything under data/music)<br />
<br />
=== <cr> ===<br />
* CR1, CR2, CR3...<br />
* CR1.1, CR1.2, CR1.3... ...CR1.10, CR1.11, CR1.12...<br />
<br />
=== <n> ===<br />
* 1, 2, 3...<br />
<br />
== Stages of Development ==<br />
<br />
=== dev ===<br />
<br />
'''<type-of-content>'''-yyyy-mm-dd.zip<br />
<br />
=== testing ===<br />
<br />
'''<cr>'''-beta-'''<n>'''.zip<br />
<br />
=== production ===<br />
<br />
'''<cr>'''.zip</div>Rotonenhttps://wiki.themanaworld.org/index.php?title=User:Rotonen/tmw-cr-update-guideline&diff=15320User:Rotonen/tmw-cr-update-guideline2010-09-16T20:33:36Z<p>Rotonen: </p>
<hr />
<div>= TMW CR Update Guideline =<br />
<br />
== Term Definitions ==<br />
<br />
<type-of-content>:<br />
* data (xml files in the root of data/ defining client-sided data)<br />
* graphics (anything under data/graphics/: both graphics and xml)<br />
* maps (anything under data/maps)<br />
* sfx (anything under data/sfx)<br />
* music (anything under data/music)<br />
<br />
<cr>:<br />
* CR1, CR2, CR3...<br />
* CR1.1, CR1.2, CR1.3... ...CR1.10, CR1.11, CR1.12...<br />
<br />
== Stages of Development ==<br />
<br />
=== dev ===<br />
<br />
<type-of-content>-yyyy-mm-dd.zip<br />
<br />
=== testing ===<br />
<br />
<cr>-beta-n.zip<br />
<br />
=== production ===<br />
<br />
<cr></div>Rotonenhttps://wiki.themanaworld.org/index.php?title=User:Rotonen/tmw-cr-update-guideline&diff=15319User:Rotonen/tmw-cr-update-guideline2010-09-16T20:30:08Z<p>Rotonen: Initial guideline proposal</p>
<hr />
<div><type-of-content>:<br />
data (xml files in the root of data/ defining client-sided data)<br />
graphics (anything under data/graphics/: both graphics and xml)<br />
maps (anything under data/maps)<br />
sfx (anything under data/sfx)<br />
music (anything under data/music)<br />
<br />
<cr>:<br />
CR1, CR2, CR3...<br />
CR1.1, CR1.2, CR1.3... ...CR1.10, CR1.11, CR1.12...<br />
<br />
dev<br />
<br />
<type-of-content>-yyyy-mm-dd.zip<br />
<br />
testing<br />
<br />
<cr>-beta-n.zip<br />
<br />
production<br />
<br />
<cr></div>Rotonenhttps://wiki.themanaworld.org/index.php?title=Setting_up_tmwAthena_on_Linux&diff=15295Setting up tmwAthena on Linux2010-08-20T09:33:15Z<p>Rotonen: Added more 64bit compilation troubleshooting</p>
<hr />
<div>This article describes setting up eAthena on a Linux system. For how to set up eAthena on Windows refer to [[Building and running eAthena on Windows]].<br />
<br />
== Cloning and compiling ==<br />
<br />
Start with cloning eAthena from our [[Git repository]] and compiling it, then compile the eathena-monitor utility. If you are compiling for FreeBSD, use gmake instead of make. Also note that you will need bison and flex installed.<br />
<br />
$ git clone git://gitorious.org/tmw-eathena/mainline.git eathena<br />
$ cd eathena<br />
$ make<br />
$ make tools<br />
<br />
There's probably lots of warnings while compiling the server executables, but you can just ignore that. If you are having problems cloning eAthena, there are other URLs in the [[Git repository]] article (the push URL will only work if you are a TMW developer). Once this step is successful, let's grab the eAthena data from Git as well. This is where we keep all the server side configuration, scripts and other data.<br />
<br />
We'll check it out to a <code>eathena-data</code> directory, but note that using <code>$HOME/tmwserver</code> requires less editing of configuration files later, since this is the default.<br />
<br />
$ cd ..<br />
$ git clone git://gitorious.org/tmw-eathena-data/mainline.git eathena-data<br />
$ cd eathena-data<br />
<br />
If you are having problems cloning eathena-data, there are other URLs in the [[Git repository]] article.<br />
<br />
Copy over the server executables and monitor:<br />
<br />
$ cp -iv ../eathena/login-server login-server<br />
$ cp -iv ../eathena/char-server char-server<br />
$ cp -iv ../eathena/map-server map-server<br />
$ cp -iv ../eathena/eathena-monitor eathena-monitor<br />
$ cp -iv ../eathena/eathena.sh eathena.sh<br />
<br />
Optional step. If you did not check out the <code>server-data</code> in <code>$HOME/tmwserver</code> you can add a symbolic link, so that it looks like you did check it out there:<br />
<br />
$ cd $HOME<br />
$ ln -s <span style="color:darkgreen;">'''''path/to/were/you/put/eathena-data/'''''</span> tmwserver<br />
<br />
=== Troubleshooting ===<br />
<br />
When having trouble compiling eathena under Ubuntu x86_64 and receiving an error like "Error: gnu/stubs-32.h: No such file or directory", just install the following lib:<br />
sudo apt-get install libc6-dev-i386<br />
<br />
When having trouble linking the map-server under Ubuntu x86_64 and receiving an error like "/usr/bin/ld: skipping incompatible /usr/lib/libz.so when searching for -lz", just install the following lib:<br />
sudo apt-get install lib32z1-dev<br />
<br />
== Mandatory configuration ==<br />
Now we need to edit some configuration specific to our setup.<br />
<br />
=== Logging ===<br />
Create a directory where server log files will be stored, usually just do <code>mkdir log</code> in the directory where your servers are located.<br />
<br />
=== General configuration ===<br />
First go to the <code>eathena-data/conf</code> directory and make a copy of each file ending in <code>.example</code>, removing that extension. These files are generally server-specific and we don't want changes made in the Git repository to unexpectedly affect your local configuration.<br />
<br />
If you are just going to use the server yourself you can enter <code>127.0.0.1</code> as the value for all IP addresses. Also, if you have no clue about what ports are or which you will be using, leave the default values as they are.<br />
<br />
The local configurations needed for the three servers are as follow:<br />
<br />
<code>login_local.conf</code><br />
* Set a password for the <code>ladmin</code> tool at <code>admin_pass</code>, or disable remote administration at <code>admin_state</code>.<br />
** You should configure the file <code>ladmin_local.conf</code> accordingly, if you choose to leave this tool enabled.<br />
* Also don't forget to set a game master password at <code>gm_pass</code>.<br />
<br />
<code>char_local.conf</code><br />
* Set a username and password to be used for inter-server communication at <code>userid</code> and <code>passwd</code>.<br />
* You may optionally want to customize your server name at <code>server_name</code>.<br />
* Specify the IP address and, if you changed it, the port of the login server as seen from the host on which you run the character server at <code>login_ip</code> and <code>login_port</code> (if they are on the same machine, use 127.0.0.1).<br />
* Specify the IP address of the character server as seen from the clients connecting to your server at <code>char_ip</code>. This should usually be your internet IP address.<br />
<br />
<code>map_local.conf</code><br />
* Set the same inter-server communication username and password as you did in <code>char_local.conf</code>.<br />
* Specify the IP address and, if you changed, the port of the character server as seen from the host on which you run the map server at <code>char_ip</code> and <code>char_port</code> (if they are on the same machine, use 127.0.0.1).<br />
* Specify the IP address of the map server as seen from the clients connecting to your server at <code>map_ip</code>.<br />
<br />
Lastly, go to <code>save/</code> and copy the account.txt.example file (as account.txt). If you changed the inter-server passwords, you need to change the username <code style="color:darkgreen;">'''''s1'''''</code> and the password <code style="color:darkgreen;">'''''p1'''''</code> of account 0. Don't change anything else about it.<br />
<br />
Now make sure everything works by doing a test run of the eAthena server before you make any optional changes.<br />
<br />
=== Path to server data ===<br />
Please note, if you have checked out out the <code>eathena-data</code> to <code>$HOME/tmwserver</code> or have a symbolic link pointing here, you can skip these steps.<br />
<br />
* Edit eathena.sh and set <code>SRVHOMEDIR</code> to the location of your server-data checkout. Probably something like <code>$HOME/.../eathena-data</code>.<br />
* Edit <code>conf/eathena-monitor.conf</code> and adjust the paths according to the <code>SRVHOMEDIR</code> you previously set in <code>eathena.sh</code><br />
<br />
== Optional configuration ==<br />
Here are some pointers if you want to configure your server in other ways than the official TMW server. Feel free to browse any of the other configuration files to see what else you may want to change.<br />
<br />
* The maps and NPCs that should be available are set in <code>map_athena.conf</code>.<br />
* The starting location and the starting equipment for the player are set in <code>char_athena.conf</code>.<br />
* Access levels to GM commands are set in <code>atcommand_local.conf</code>.<br />
* “The message of today†text shown at login can be changed in <code>motd.txt</code>.<br />
* The command help texts can be changed in <code>help.txt</code>.<br />
<br />
=== Specifying your own update host ===<br />
When you want to provide your players with a different world from the official server, you need to set up your own update host. You can specify a different update host in <code>conf/login_local.conf</code> at <code>update_host</code>. The client stores updates downloaded from the update host in an update-host specific directory, in order to avoid filename collisions.<br />
<br />
TODO: Provide more information about the files that an update host needs to server.<br />
<br />
== Running your server ==<br />
We have two convenient scripts that allow us to start and stop the server with single commands. The <code>eathena-monitor</code> launches all servers and restarts them when they crash. The <code>eathena.sh</code> shell script is used to start/stop the <code>eathena-monitor</code>.<br />
<br />
$ ./eathena.sh start<br />
$ ./eathena.sh restart<br />
$ ./eathena.sh stop<br />
<br />
Note that there are also GM commands that allow you to restart for example the map server. This is preferred over using <code>./eathena.sh restart</code>. Also be sure to announce the restart to your players, since this doesn't happen automatically.<br />
<br />
Connect with your client and create your first account to test if everything works fine.<br />
<br />
If you manually run the servers, the char server will segfault the first time it's able to connect with the login server. This is fine. Just restart it. The monitor will handle this automatically.<br />
<br />
=== Troubleshooting ===<br />
If your server fails to run and/or you cannot connect to it with your client, it is likely to be caused by one or several of the below points. But before you do anything else, check the [[#Logging|logfile]] as it may say what is the cause.<br />
<br />
* Forgotten or mismatching usernames, passwords, ip addresses and ports.<br />
*# Check that you have followed all [[#Mandatory configuration|mandatory configuration steps]].<br />
* Unavailable files.<br />
*# Check where you did download the server-data. If you did not put in the default directory, please make sure that you have either [[#Checking out and compiling|created a symlink]] that points to the default directory or that you have [[#Path to server data|changed]] the needed configuration files.<br />
*# Check whether you have [[#Checking out and compiling|created symlinks]] to the three server executables.<br />
<br />
=== Making yourself a GM ===<br />
Specify your account ID as found in <code>save/account.txt</code> (usually 2000000 for the first account) in <code>conf/gm_account.txt</code>. The level 99 should be the highest. You can set up the GM commands in <code>conf/atcommand_athena.conf</code>.</div>Rotonenhttps://wiki.themanaworld.org/index.php?title=Development:Joining_the_project&diff=15051Development:Joining the project2010-05-23T22:29:25Z<p>Rotonen: Fixing a link again</p>
<hr />
<div>__NOTOC__ __NOEDITSECTION__<br />
{| cellspacing="3" cellpadding="3" width="100%"<br />
| colspan="2" style="border: 1px solid lightgrey;" |<br />
{| cellspacing="0" cellpadding="0"<br />
| style="vertical-align: center; text-align: center; padding: 0px 20px 0px 20px; font-style: italic;" |<br />
<br />
'What TMW is' is not an explicit definition anymore. In the future we'll be having 2 unrelated servers with different server technologies and different gameworlds.<br />
<br />
|}<br />
|-<br />
| style="border: 1px solid #e0c8b8; color: #000; background-color: #faeee6" valign="top" |<br />
==TMW-eA (current game)==<br />
<br />
So you want to help this project, but you have little or no idea how to get into it? The Mana World eA development team is not a closed circle like many other projects. You don't need to apply to anyone or ask for "being taken into the team". You don't have to ask for permission to work on something or wait for someone to assign a task to you. A team member is basically anyone who volunteers to do something for the game. For further information and assistance, you should contact Jaxad0127 either on the forums or in IRC.<br />
<br />
===Technical aspects===<br />
The technical aspects of development of TMW-eA include tweaking our residential TMW-eA server and server-sided software. The server is done in C and scripts are done in the eA scripting language. Notably TMW-eA is an SVN snapshot from [http://eathena.ws/| eAthena] (a [http://en.wikipedia.org/wiki/Ragnarok_Online| Ragnarok Online] game server emulator software) in early 2004. We've extensively hacked it over the years (it was at the moment of taking the snapshot in transition from the basis of an old hacky [http://en.wikipedia.org/wiki/MUD| MUD] server to the current eAthena codebase). The technical aspects of the TMW-eA project also include packaging data updates for the client.<br />
<br />
Future client development is being done by the [http://manasource.org| Manasource project]. The client is done in C++ and potentially in the future in Qt.<br />
<br />
We still have a Mantis issue tracker at [http://mantis.themanaworld.org| http://mantis.themanaworld.org].<br />
<br />
Manasource issue tracker: [http://bugs.manasource.org| http://bugs.manasource.org]<br />
<br />
===Content===<br />
Content means: new monsters, new equipment, new maps, new NPCs, new quests, new anything into the game.<br />
<br />
Content does not mean: GFX, SFX.<br />
<br />
Before anything can get into the game, it should be designed. After that it should be implemented server-sided. Then GFX and potentially also SFX can be requested for it and it can go into the game once they're done. Currently visioning ideas is a collective process anyone can take part in and the people doing scripting are cherry-picking whatever ideas they want to get into the game. Scripting stuff is also a free for all process. Once there is a good idea to expand the world, in general new maps can be requested. Reading the forums thoroughly and asking publicly usually gets you answers rather well.<br />
<br />
[http://forums.themanaworld.org/viewforum.php?f=13| TMW-eA content development forum]<br />
<br />
===Graphics===<br />
Graphics development could currently (May 2010) use a few pixel artists going about and retouching old mistakes in tilesets and monstersets. Also if the content development crowd picks up and starts to provide concepts which would require new GFX work to be done, then there is going to be a demand for new equipmentwork, tilesets and monstersets. Please remember to pay attention to our [Guidelines| guidelines].<br />
<br />
Also do hunt for unfulfilled REQ topics on the forums if you're looking for something to do. Newbie pixel artists or people doing their first pixel art piece ever are also very welcome. The community can be pretty harsh at times, but there are also people around who actually do know what they're talking about. It is up to you to distinguish between these two.<br />
<br />
[http://forums.themanaworld.org/viewforum.php?f=8| TMW-eA GFX development forum]<br />
<br />
===SFX / Music===<br />
The SFX and music development scheme for TMW-eA is currently not really all that active and occasionally some things are discussed over at content development.<br />
<br />
| rowspan="2" style="width: 50%; border: 1px solid #c9c9ff; color: #000; background-color: #f3f3ff" valign="top" |<br />
==TMW (the future dream, currently doing CR1)==<br />
<br />
TMW is done a bit differently. We are having an organized approach to developing things. Content for the game world is going to get released in a controlled fashion in Content Releases (CR). Currently (May 2010) we're working on CR1, codenamed 'Alphaville Acres'. The scope of CR1 is to produce a tutorial island for the game world. This goal is split into several different subprojects. All subprojects of a given CR might not be open at the same time due to other subprojects blocking them. Most notably no one will be allowed to do equipment work until the playerset is done or no one will be allowed to do monsterset work until the tilesets are done and the monsters and gameplay are designed beforehand.<br />
<br />
===Technical aspects===<br />
<br />
For the server we're going to use manaserv from the Manasource project.<br />
<br />
For the client we're going to use the mana client from the Manasource project.<br />
<br />
Essentially TMW is just a client project of manasource which is trying to portray a game world and an MMO experience using the Manasource technology platform. So if you want to help on the technical aspects, we'll be only doing packaging of client data updates and server sided content updates ourselves and we're directing you to help the [http://manasource.org/ Manasource project] for other technical development.<br />
<br />
[http://bugs.manasource.org| Manasource issue tracker]<br />
<br />
===CR1 subprojects===<br />
<br />
In general, we have a read only forum section for CR1 development so we can do things in peace. Contact Rotonen for access, but be prepared to come with references of you being useful there. We're in dire need of pixel artists (base tileset work, tileset object work, playerset work, spriteset work) [http://forums.themanaworld.org/viewforum.php?f=24| Link to the read only section]<br />
<br />
In addition to this we also have an [http://forums.themanaworld.org/viewforum.php?f=30| open development section] for CR1 where anyone can comment on things. What is brought up there instead of the read only section is up to individual artists / contributors and how they want to work. This is also a really good place to ask questions or give feedback on things you see on the read only section.<br />
<br />
Currently (May 2010) open CR1 subprojects:<br />
<br />
[http://forums.themanaworld.org/viewtopic.php?t=8399| Tilesets & Mapping subproject (AxlTrozz)]<br />
<br />
[http://forums.themanaworld.org/viewtopic.php?t=8554| Soundscape and Music subproject (saturn)]<br />
<br />
[http://forums.themanaworld.org/viewtopic.php?t=10366| Gamesystems & Gameplay subproject (Freeyorp)]<br />
<br />
[http://forums.themanaworld.org/viewtopic.php?t=8402| Playerset subproject] (currently very [http://forums.themanaworld.org/viewtopic.php?t=10194| lost] and [http://forums.themanaworld.org/viewtopic.php?t=10348| without a clear lead])<br />
<br />
Future CR1 subprojects yet to be started:<br />
<br />
Equipment design (stats)<br />
<br />
Equipment graphics<br />
<br />
Item design (stats)<br />
<br />
Item graphics<br />
<br />
Monster design (stats)<br />
<br />
Monster graphics<br />
<br />
Quest design<br />
<br />
NPC graphics<br />
<br />
Testing<br />
|}<br />
<br />
{| cellspacing="3" cellpadding="3" width="100%"<br />
| colspan="2" style="border: 1px solid lightgreen;" |<br />
{| cellspacing="0" cellpadding="0"</div>Rotonenhttps://wiki.themanaworld.org/index.php?title=Development:Joining_the_project&diff=15050Development:Joining the project2010-05-23T22:27:44Z<p>Rotonen: Fixing a link</p>
<hr />
<div>__NOTOC__ __NOEDITSECTION__<br />
{| cellspacing="3" cellpadding="3" width="100%"<br />
| colspan="2" style="border: 1px solid lightgrey;" |<br />
{| cellspacing="0" cellpadding="0"<br />
| style="vertical-align: center; text-align: center; padding: 0px 20px 0px 20px; font-style: italic;" |<br />
<br />
'What TMW is' is not an explicit definition anymore. In the future we'll be having 2 unrelated servers with different server technologies and different gameworlds.<br />
<br />
|}<br />
|-<br />
| style="border: 1px solid #e0c8b8; color: #000; background-color: #faeee6" valign="top" |<br />
==TMW-eA (current game)==<br />
<br />
So you want to help this project, but you have little or no idea how to get into it? The Mana World eA development team is not a closed circle like many other projects. You don't need to apply to anyone or ask for "being taken into the team". You don't have to ask for permission to work on something or wait for someone to assign a task to you. A team member is basically anyone who volunteers to do something for the game. For further information and assistance, you should contact Jaxad0127 either on the forums or in IRC.<br />
<br />
===Technical aspects===<br />
The technical aspects of development of TMW-eA include tweaking our residential TMW-eA server and server-sided software. The server is done in C and scripts are done in the eA scripting language. Notably TMW-eA is an SVN snapshot from [http://eathena.ws/| eAthena] (a [http://en.wikipedia.org/wiki/Ragnarok_Online| Ragnarok Online] game server emulator software) in early 2004. We've extensively hacked it over the years (it was at the moment of taking the snapshot in transition from the basis of an old hacky [http://en.wikipedia.org/wiki/MUD| MUD] server to the current eAthena codebase). The technical aspects of the TMW-eA project also include packaging data updates for the client.<br />
<br />
Future client development is being done by the [http://manasource.org| Manasource project]. The client is done in C++ and potentially in the future in Qt.<br />
<br />
We still have a Mantis issue tracker at [http://mantis.themanaworld.org| http://mantis.themanaworld.org].<br />
<br />
Manasource issue tracker: [http://bugs.manasource.org| http://bugs.manasource.org]<br />
<br />
===Content===<br />
Content means: new monsters, new equipment, new maps, new NPCs, new quests, new anything into the game.<br />
<br />
Content does not mean: GFX, SFX.<br />
<br />
Before anything can get into the game, it should be designed. After that it should be implemented server-sided. Then GFX and potentially also SFX can be requested for it and it can go into the game once they're done. Currently visioning ideas is a collective process anyone can take part in and the people doing scripting are cherry-picking whatever ideas they want to get into the game. Scripting stuff is also a free for all process. Once there is a good idea to expand the world, in general new maps can be requested. Reading the forums thoroughly and asking publicly usually gets you answers rather well.<br />
<br />
[http://forums.themanaworld.org/viewforum.php?f=13| TMW-eA content development forum]<br />
<br />
===Graphics===<br />
Graphics development could currently (May 2010) use a few pixel artists going about and retouching old mistakes in tilesets and monstersets. Also if the content development crowd picks up and starts to provide concepts which would require new GFX work to be done, then there is going to be a demand for new equipmentwork, tilesets and monstersets. Please remember to pay attention to our [Guidelines| guidelines].<br />
<br />
Also do hunt for unfulfilled REQ topics on the forums if you're looking for something to do. Newbie pixel artists or people doing their first pixel art piece ever are also very welcome. The community can be pretty harsh at times, but there are also people around who actually do know what they're talking about. It is up to you to distinguish between these two.<br />
<br />
[http://forums.themanaworld.org/viewforum.php?f=8| TMW-eA GFX development forum]<br />
<br />
===SFX / Music===<br />
The SFX and music development scheme for TMW-eA is currently not really all that active and occasionally some things are discussed over at content development.<br />
<br />
| rowspan="2" style="width: 50%; border: 1px solid #c9c9ff; color: #000; background-color: #f3f3ff" valign="top" |<br />
==TMW (the future dream, currently doing CR1)==<br />
<br />
TMW is done a bit differently. We are having an organized approach to developing things. Content for the game world is going to get released in a controlled fashion in Content Releases (CR). Currently (May 2010) we're working on CR1, codenamed 'Alphaville Acres'. The scope of CR1 is to produce a tutorial island for the game world. This goal is split into several different subprojects. All subprojects of a given CR might not be open at the same time due to other subprojects blocking them. Most notably no one will be allowed to do equipment work until the playerset is done or no one will be allowed to do monsterset work until the tilesets are done and the monsters and gameplay are designed beforehand.<br />
<br />
===Technical aspects===<br />
<br />
For the server we're going to use manaserv from the Manasource project.<br />
<br />
For the client we're going to use the mana client from the Manasource project.<br />
<br />
Essentially TMW is just a client project of manasource which is trying to portray a game world and an MMO experience using the Manasource technology platform. So if you want to help on the technical aspects, we'll be only doing packaging of client data updates and server sided content updates ourselves and we're directing you to help the [http://manasource.org | Manasource project] for other technical development.<br />
<br />
[http://bugs.manasource.org| Manasource issue tracker]<br />
<br />
===CR1 subprojects===<br />
<br />
In general, we have a read only forum section for CR1 development so we can do things in peace. Contact Rotonen for access, but be prepared to come with references of you being useful there. We're in dire need of pixel artists (base tileset work, tileset object work, playerset work, spriteset work) [http://forums.themanaworld.org/viewforum.php?f=24| Link to the read only section]<br />
<br />
In addition to this we also have an [http://forums.themanaworld.org/viewforum.php?f=30| open development section] for CR1 where anyone can comment on things. What is brought up there instead of the read only section is up to individual artists / contributors and how they want to work. This is also a really good place to ask questions or give feedback on things you see on the read only section.<br />
<br />
Currently (May 2010) open CR1 subprojects:<br />
<br />
[http://forums.themanaworld.org/viewtopic.php?t=8399| Tilesets & Mapping subproject (AxlTrozz)]<br />
<br />
[http://forums.themanaworld.org/viewtopic.php?t=8554| Soundscape and Music subproject (saturn)]<br />
<br />
[http://forums.themanaworld.org/viewtopic.php?t=10366| Gamesystems & Gameplay subproject (Freeyorp)]<br />
<br />
[http://forums.themanaworld.org/viewtopic.php?t=8402| Playerset subproject] (currently very [http://forums.themanaworld.org/viewtopic.php?t=10194| lost] and [http://forums.themanaworld.org/viewtopic.php?t=10348| without a clear lead])<br />
<br />
Future CR1 subprojects yet to be started:<br />
<br />
Equipment design (stats)<br />
<br />
Equipment graphics<br />
<br />
Item design (stats)<br />
<br />
Item graphics<br />
<br />
Monster design (stats)<br />
<br />
Monster graphics<br />
<br />
Quest design<br />
<br />
NPC graphics<br />
<br />
Testing<br />
|}<br />
<br />
{| cellspacing="3" cellpadding="3" width="100%"<br />
| colspan="2" style="border: 1px solid lightgreen;" |<br />
{| cellspacing="0" cellpadding="0"</div>Rotonenhttps://wiki.themanaworld.org/index.php?title=Development:Joining_the_project&diff=15046Development:Joining the project2010-05-23T19:55:33Z<p>Rotonen: Added a top explanation thingamabob</p>
<hr />
<div>__NOTOC__ __NOEDITSECTION__<br />
{| cellspacing="3" cellpadding="3" width="100%"<br />
| colspan="2" style="border: 1px solid lightgrey;" |<br />
{| cellspacing="0" cellpadding="0"<br />
| style="vertical-align: center; text-align: center; padding: 0px 20px 0px 20px; font-style: italic;" |<br />
<br />
'What TMW is' is not an explicit definition anymore. In the future we'll be having 2 unrelated servers with different server technologies and different gameworlds.<br />
<br />
|}<br />
|-<br />
| style="border: 1px solid #e0c8b8; color: #000; background-color: #faeee6" valign="top" |<br />
==TMW-eA (current game)==<br />
<br />
So you want to help this project, but you have little or no idea how to get into it? The Mana World eA development team is not a closed circle like many other projects. You don't need to apply to anyone or ask for "being taken into the team". You don't have to ask for permission to work on something or wait for someone to assign a task to you. A team member is basically anyone who volunteers to do something for the game. For further information and assistance, you should contact Jaxad0127 either on the forums or in IRC.<br />
<br />
===Technical aspects===<br />
The technical aspects of development of TMW-eA include tweaking our residential TMW-eA server and server-sided software. The server is done in C and scripts are done in the eA scripting language. Notably TMW-eA is an SVN snapshot from [http://eathena.ws/| eAthena] (a [http://en.wikipedia.org/wiki/Ragnarok_Online| Ragnarok Online] game server emulator software) in early 2004. We've extensively hacked it over the years (it was at the moment of taking the snapshot in transition from the basis of an old hacky [http://en.wikipedia.org/wiki/MUD| MUD] server to the current eAthena codebase). The technical aspects of the TMW-eA project also include packaging data updates for the client.<br />
<br />
Future client development is being done by the [http://manasource.org| Manasource project]. The client is done in C++ and potentially in the future in Qt.<br />
<br />
We still have a Mantis issue tracker at [http://mantis.themanaworld.org| http://mantis.themanaworld.org].<br />
<br />
Manasource issue tracker: [http://bugs.manasource.org| http://bugs.manasource.org]<br />
<br />
===Content===<br />
Content means: new monsters, new equipment, new maps, new NPCs, new quests, new anything into the game.<br />
<br />
Content does not mean: GFX, SFX.<br />
<br />
Before anything can get into the game, it should be designed. After that it should be implemented server-sided. Then GFX and potentially also SFX can be requested for it and it can go into the game once they're done. Currently visioning ideas is a collective process anyone can take part in and the people doing scripting are cherry-picking whatever ideas they want to get into the game. Scripting stuff is also a free for all process. Once there is a good idea to expand the world, in general new maps can be requested. Reading the forums thoroughly and asking publicly usually gets you answers rather well.<br />
<br />
[http://forums.themanaworld.org/viewforum.php?f=13| TMW-eA content development forum]<br />
<br />
===Graphics===<br />
Graphics development could currently (May 2010) use a few pixel artists going about and retouching old mistakes in tilesets and monstersets. Also if the content development crowd picks up and starts to provide concepts which would require new GFX work to be done, then there is going to be a demand for new equipmentwork, tilesets and monstersets. Please remember to pay attention to our [Guidelines| guidelines].<br />
<br />
Also do hunt for unfulfilled REQ topics on the forums if you're looking for something to do. Newbie pixel artists or people doing their first pixel art piece ever are also very welcome. The community can be pretty harsh at times, but there are also people around who actually do know what they're talking about. It is up to you to distinguish between these two.<br />
<br />
[http://forums.themanaworld.org/viewforum.php?f=8| TMW-eA GFX development forum]<br />
<br />
===SFX / Music===<br />
The SFX and music development scheme for TMW-eA is currently not really all that active and occasionally some things are discussed over at content development.<br />
<br />
| rowspan="2" style="width: 50%; border: 1px solid #c9c9ff; color: #000; background-color: #f3f3ff" valign="top" |<br />
==TMW (the future dream, currently doing CR1)==<br />
<br />
TMW is done a bit differently. We are having an organized approach to developing things. Content for the game world is going to get released in a controlled fashion in Content Releases (CR). Currently (May 2010) we're working on CR1, codenamed 'Alphaville Acres'. The scope of CR1 is to produce a tutorial island for the game world. This goal is split into several different subprojects. All subprojects of a given CR might not be open at the same time due to other subprojects blocking them. Most notably no one will be allowed to do equipment work until the playerset is done or no one will be allowed to do monsterset work until the tilesets are done and the monsters and gameplay are designed beforehand.<br />
<br />
===Technical aspects===<br />
<br />
For the server we're going to use manaserv from the Manasource project.<br />
<br />
For the client we're going to use the mana client from the Manasource project.<br />
<br />
Essentially TMW is just a client project of manasource which is trying to portray a game world and an MMO experience using the Manasource technology platform. So if you want to help on the technical aspects, we'll be only doing packaging of client data updates and server sided content updates ourselves and we're directing you to help the [http://manasource.org| Manasource project] for other technical development.<br />
<br />
[http://bugs.manasource.org| Manasource issue tracker]<br />
<br />
===CR1 subprojects===<br />
<br />
In general, we have a read only forum section for CR1 development so we can do things in peace. Contact Rotonen for access, but be prepared to come with references of you being useful there. We're in dire need of pixel artists (base tileset work, tileset object work, playerset work, spriteset work) [http://forums.themanaworld.org/viewforum.php?f=24| Link to the read only section]<br />
<br />
In addition to this we also have an [http://forums.themanaworld.org/viewforum.php?f=30| open development section] for CR1 where anyone can comment on things. What is brought up there instead of the read only section is up to individual artists / contributors and how they want to work. This is also a really good place to ask questions or give feedback on things you see on the read only section.<br />
<br />
Currently (May 2010) open CR1 subprojects:<br />
<br />
[http://forums.themanaworld.org/viewtopic.php?t=8399| Tilesets & Mapping subproject (AxlTrozz)]<br />
<br />
[http://forums.themanaworld.org/viewtopic.php?t=8554| Soundscape and Music subproject (saturn)]<br />
<br />
[http://forums.themanaworld.org/viewtopic.php?t=10366| Gamesystems & Gameplay subproject (Freeyorp)]<br />
<br />
[http://forums.themanaworld.org/viewtopic.php?t=8402| Playerset subproject] (currently very [http://forums.themanaworld.org/viewtopic.php?t=10194| lost] and [http://forums.themanaworld.org/viewtopic.php?t=10348| without a clear lead])<br />
<br />
Future CR1 subprojects yet to be started:<br />
<br />
Equipment design (stats)<br />
<br />
Equipment graphics<br />
<br />
Item design (stats)<br />
<br />
Item graphics<br />
<br />
Monster design (stats)<br />
<br />
Monster graphics<br />
<br />
Quest design<br />
<br />
NPC graphics<br />
<br />
Testing<br />
|}<br />
<br />
{| cellspacing="3" cellpadding="3" width="100%"<br />
| colspan="2" style="border: 1px solid lightgreen;" |<br />
{| cellspacing="0" cellpadding="0"</div>Rotonenhttps://wiki.themanaworld.org/index.php?title=Development:Joining_the_project&diff=15045Development:Joining the project2010-05-23T19:52:53Z<p>Rotonen: Now the article reflects the truth and is somewhat up to date</p>
<hr />
<div>__NOTOC__ __NOEDITSECTION__<br />
{| cellspacing="3" cellpadding="3" width="100%"<br />
| colspan="2" style="border: 1px solid lightgrey;" |<br />
{| cellspacing="0" cellpadding="0"<br />
| style="vertical-align: center; text-align: center; padding: 0px 20px 0px 20px; font-style: italic;" | <br />
|}<br />
|-<br />
| style="border: 1px solid #e0c8b8; color: #000; background-color: #faeee6" valign="top" |<br />
==TMW-eA (current game)==<br />
<br />
So you want to help this project, but you have little or no idea how to get into it? The Mana World eA development team is not a closed circle like many other projects. You don't need to apply to anyone or ask for "being taken into the team". You don't have to ask for permission to work on something or wait for someone to assign a task to you. A team member is basically anyone who volunteers to do something for the game. For further information and assistance, you should contact Jaxad0127 either on the forums or in IRC.<br />
<br />
===Technical aspects===<br />
The technical aspects of development of TMW-eA include tweaking our residential TMW-eA server and server-sided software. The server is done in C and scripts are done in the eA scripting language. Notably TMW-eA is an SVN snapshot from [http://eathena.ws/| eAthena] (a [http://en.wikipedia.org/wiki/Ragnarok_Online| Ragnarok Online] game server emulator software) in early 2004. We've extensively hacked it over the years (it was at the moment of taking the snapshot in transition from the basis of an old hacky [http://en.wikipedia.org/wiki/MUD| MUD] server to the current eAthena codebase). The technical aspects of the TMW-eA project also include packaging data updates for the client.<br />
<br />
Future client development is being done by the [http://manasource.org| Manasource project]. The client is done in C++ and potentially in the future in Qt.<br />
<br />
We still have a Mantis issue tracker at [http://mantis.themanaworld.org| http://mantis.themanaworld.org].<br />
<br />
Manasource issue tracker: [http://bugs.manasource.org| http://bugs.manasource.org]<br />
<br />
===Content===<br />
Content means: new monsters, new equipment, new maps, new NPCs, new quests, new anything into the game.<br />
<br />
Content does not mean: GFX, SFX.<br />
<br />
Before anything can get into the game, it should be designed. After that it should be implemented server-sided. Then GFX and potentially also SFX can be requested for it and it can go into the game once they're done. Currently visioning ideas is a collective process anyone can take part in and the people doing scripting are cherry-picking whatever ideas they want to get into the game. Scripting stuff is also a free for all process. Once there is a good idea to expand the world, in general new maps can be requested. Reading the forums thoroughly and asking publicly usually gets you answers rather well.<br />
<br />
[http://forums.themanaworld.org/viewforum.php?f=13| TMW-eA content development forum]<br />
<br />
===Graphics===<br />
Graphics development could currently (May 2010) use a few pixel artists going about and retouching old mistakes in tilesets and monstersets. Also if the content development crowd picks up and starts to provide concepts which would require new GFX work to be done, then there is going to be a demand for new equipmentwork, tilesets and monstersets. Please remember to pay attention to our [Guidelines| guidelines].<br />
<br />
Also do hunt for unfulfilled REQ topics on the forums if you're looking for something to do. Newbie pixel artists or people doing their first pixel art piece ever are also very welcome. The community can be pretty harsh at times, but there are also people around who actually do know what they're talking about. It is up to you to distinguish between these two.<br />
<br />
[http://forums.themanaworld.org/viewforum.php?f=8| TMW-eA GFX development forum]<br />
<br />
===SFX / Music===<br />
The SFX and music development scheme for TMW-eA is currently not really all that active and occasionally some things are discussed over at content development.<br />
<br />
| rowspan="2" style="width: 50%; border: 1px solid #c9c9ff; color: #000; background-color: #f3f3ff" valign="top" |<br />
==TMW (the future dream, currently doing CR1)==<br />
<br />
TMW is done a bit differently. We are having an organized approach to developing things. Content for the game world is going to get released in a controlled fashion in Content Releases (CR). Currently (May 2010) we're working on CR1, codenamed 'Alphaville Acres'. The scope of CR1 is to produce a tutorial island for the game world. This goal is split into several different subprojects. All subprojects of a given CR might not be open at the same time due to other subprojects blocking them. Most notably no one will be allowed to do equipment work until the playerset is done or no one will be allowed to do monsterset work until the tilesets are done and the monsters and gameplay are designed beforehand.<br />
<br />
===Technical aspects===<br />
<br />
For the server we're going to use manaserv from the Manasource project.<br />
<br />
For the client we're going to use the mana client from the Manasource project.<br />
<br />
Essentially TMW is just a client project of manasource which is trying to portray a game world and an MMO experience using the Manasource technology platform. So if you want to help on the technical aspects, we'll be only doing packaging of client data updates and server sided content updates ourselves and we're directing you to help the [http://manasource.org| Manasource project] for other technical development.<br />
<br />
[http://bugs.manasource.org| Manasource issue tracker]<br />
<br />
===CR1 subprojects===<br />
<br />
In general, we have a read only forum section for CR1 development so we can do things in peace. Contact Rotonen for access, but be prepared to come with references of you being useful there. We're in dire need of pixel artists (base tileset work, tileset object work, playerset work, spriteset work) [http://forums.themanaworld.org/viewforum.php?f=24| Link to the read only section]<br />
<br />
In addition to this we also have an [http://forums.themanaworld.org/viewforum.php?f=30| open development section] for CR1 where anyone can comment on things. What is brought up there instead of the read only section is up to individual artists / contributors and how they want to work. This is also a really good place to ask questions or give feedback on things you see on the read only section.<br />
<br />
Currently (May 2010) open CR1 subprojects:<br />
<br />
[http://forums.themanaworld.org/viewtopic.php?t=8399| Tilesets & Mapping subproject (AxlTrozz)]<br />
<br />
[http://forums.themanaworld.org/viewtopic.php?t=8554| Soundscape and Music subproject (saturn)]<br />
<br />
[http://forums.themanaworld.org/viewtopic.php?t=10366| Gamesystems & Gameplay subproject (Freeyorp)]<br />
<br />
[http://forums.themanaworld.org/viewtopic.php?t=8402| Playerset subproject] (currently very [http://forums.themanaworld.org/viewtopic.php?t=10194| lost] and [http://forums.themanaworld.org/viewtopic.php?t=10348| without a clear lead])<br />
<br />
Future CR1 subprojects yet to be started:<br />
<br />
Equipment design (stats)<br />
<br />
Equipment graphics<br />
<br />
Item design (stats)<br />
<br />
Item graphics<br />
<br />
Monster design (stats)<br />
<br />
Monster graphics<br />
<br />
Quest design<br />
<br />
NPC graphics<br />
<br />
Testing<br />
|}<br />
<br />
{| cellspacing="3" cellpadding="3" width="100%"<br />
| colspan="2" style="border: 1px solid lightgreen;" |<br />
{| cellspacing="0" cellpadding="0"</div>Rotonenhttps://wiki.themanaworld.org/index.php?title=User:Rotonen&diff=14722User:Rotonen2010-01-22T07:38:17Z<p>Rotonen: Added something</p>
<hr />
<div>A Finnish nutcase who just happened to wander into the channel in November 2004 and somehow got involved. On the first night of involvement he composed some music (which never got used), wrote a backstory (which got discarded) and got a position as the art manager (which he is still trying to fulfill).<br />
<br />
Currently between studies (bionics, major: bio/neuroadaptive systems, 1st minor: the usage of nanotechnology in medical applications, 2nd minor: cognitive systems) and his duties towards TMW due to the fact that he got to skip army for health reasons.<br />
<br />
'''[http://themanaworld.org/archive/galerie.php?dir=%2F Gallery]'''<br />
<br />
<br />
A proposal for how joining the project should approximately look like (obviously better written than by me):<br />
<br />
__NOTOC__ __NOEDITSECTION__<br />
{| cellspacing="3" cellpadding="3" width="100%"<br />
| style="border: 1px solid #e0c8b8; color: #000; background-color: #faeee6" valign="top" |<br />
==eA Development==<br />
===Technical development (programming)===<br />
* Bug Kage and Jax<br />
===Graphics===<br />
* Contact Kage Jittai and Jaxad<br />
<br />
<br />
<br />
| rowspan="2" style="width: 50%; border: 1px solid #c9c9ff; color: #000; background-color: #f3f3ff" valign="top" |<br />
==TMW Development==<br />
===Technical development (programming)===<br />
:[http://manasource.org Manasource]<br />
===Graphics and content===<br />
:[http://forums.themanaworld.org/viewforum.php?f=24 CR1 project forum]<br />
<br />
|}</div>Rotonenhttps://wiki.themanaworld.org/index.php?title=The_Mana_World:Screenshots&diff=13119The Mana World:Screenshots2009-08-20T12:19:11Z<p>Rotonen: /* Version 0.0.29 */ - Added another screenshot.</p>
<hr />
<div>== Version 0.0.29 ==<br />
{{Screenshot|Image:Roto-0.0.29.1-5.png|Scenery}}<br />
{{Screenshot|Image:Roto-0.0.29.1-1.png|Scenery}}<br />
{{Screenshot|Image:Roto-0.0.29.1-2.png|Scenery}}<br />
{{Screenshot|Image:Roto-0.0.29.1-3.png|Scenery}}<br />
{{Screenshot|Image:Roto-0.0.29.1-4.png|Action}}<br />
{{Screenshot|Image:Screenshot_partysystem.png|[[Party system]]}}<br />
{{Screenshot|Image:TMW-0.0.29-Storage.png|Putting Things in Storage at the twins' bank}}<br />
{{Screenshot|Image:TMW_Screenshot_2.png|Colours}}<br />
{{Screenshot|Image:Mana_World_0.0.29.PNG|Hurnscald Woodlands}}<br />
<br />
<br style="clear: both;"/><br />
<br />
== Developer Screenshots ==<br />
<!-- <br />
This should always be the 2nd paragraph and it should only contain screenshots showing features that are not released yet or will never be released but are still interesting.<br />
--><br />
<br />
Work in progress screenshots from developer versions that have not been released to the public or from unofficial forks.<br />
<br />
{{Screenshot|Image:adamaix skin.png|[http://www.adamaix.co.za/~adamaix/projects/tmw/skins/mana-theme-0.2.tar.gz Adamaix's new skin]}}<br />
{{Screenshot|Image:TMW Screenshot 24.png|[http://qoal.110mb.com QOALs modified client 0.0.29.Q]}}<br />
{{Screenshot|Image:TMW Screenshot 6.png|The HMC guys are testing TMWServ}}<br />
{{Screenshot|Image:Recolor_Screenshot_1.png|experimenting with changing the colors of images at runtime}}<br />
{{Screenshot|Image:Particleengine_Screenshot_2.png|Crushs particle engine.}}<br />
{{Screenshot|Image:Particleengine_Screenshot_1.png|Crushs particle engine.}}<br />
{{Screenshot|Image:TMW Screenshot svn210606-fog-smooth-scrolling.png|Fog and smooth scrolling from Crushs GFX branch.}}<br />
{{Screenshot|Image:TMW Screenshot svn210606-boobs.png|SVN 21.06.06 The first time a<br>female character appeared on screen.}}<br />
{{Screenshot|Image:Assparade.png|Assparade!!! - first version of the new<br>playerset that has not been released.}}<br />
<br style="clear: both;"/><br />
<br />
== Version 0.0.28 ==<br />
{{Screenshot|Image:TMW_Screenshot_15.png|TTF font rendering and speech bubbles}}<br />
<br style="clear: both;"/><br />
<br />
== Version 0.0.26 ==<br />
{{Screenshot|Image:TMW_Screenshot_8.png|Showing off all the new content since 0.0.23}}<br />
<br style="clear: both;"/><br />
<br />
== Version 0.0.23 ==<br />
{{Screenshot|Image:Halloween_2007.png|Halloween in the woodland village}}<br />
<br style="clear: both;"/><br />
{{Screenshot|Image:TMW Screenshot 0.0.23-particles.png|The new particle engine}}<br />
{{Screenshot|Image:Screenshot_HurnscaldVillage.png|New Village}}<br />
{{Screenshot|Image:Screenshot_HurnscaldInn.png|New Village}}<br />
<br style="clear: both;"/><br />
<br />
== Version 0.0.22 - Christmas version ==<br />
{{Screenshot|Image:TMW Screenshot 0.0.22-christmastree.png|Christmas tree}}<br />
{{Screenshot|Image:TMW Screenshot 0.0.22-helpersanta.png|Helper Santa (NPC)}}<br />
{{Screenshot|Image:TMW Screenshot 0.0.22-buyselldialog.png|new buy/sell dialog...}}<br />
<br />
<br style="clear: both;"/><br />
<br />
== Version 0.0.21.1 - Halloween version ==<br />
{{Screenshot|Image:Login wallpaper halloween.png|Lovely Halloween login wallpaper by [[User:Irukard|Irukard]] }}<br />
{{Screenshot|Image:TMW Screenshot halloween1.png|Skulls desert}}<br />
{{Screenshot|Image:TMW Screenshot halloween2.png|Ghosts...}}<br />
<br />
<br style="clear: both;"/><br />
<br />
== Version 0.0.20 ==<br />
{{Screenshot|Image:Tmw_0.0.20.png|Family photo on 0.0.20!}}<br />
{{Screenshot|Image:Icecave-screen.png|The new icecave}}<br />
{{Screenshot|Image:Female character1.png|The new official female character}}<br />
{{Screenshot|Image:Clothes.png|Now you can see the clothes!}}<br />
<br style="clear: both;"/><br />
<br />
== Version 0.0.19 ==<br />
<br />
{{Screenshot|Image:TMW screenshot 0.0.19-batcave.png|The new batcave}}<br />
{{Screenshot|Image:TMW screenshot 0.0.19-firemonsters.png|Danger! Hot!}}<br />
<br style="clear: both;"/><br />
<br />
== Old Playerset ==<br />
<br />
{{Screenshot|Image:TMW_screenshot_0.0.18-cvs_xmas.png|The new Xmas Map}}<br />
{{Screenshot|Image:TMW_screenshot_0.0.18-cvs_woodland.png|Woodland}}<br />
{{Screenshot|Image:TMW_screenshot_0.0.18-cvs_casino.png|The casino}}<br />
{{Screenshot|Image:TMW_screenshot_0.0.18-cvs_inn.png|The inn}}<br />
{{Screenshot|Image:TMW screenshot 0.0.15-cvs.png|A crowd in front of the gates to Tulimshar palace}}<br />
{{Screenshot|Image:TMW screenshot 0.0.15 - snake invasion 1.png|A snake invasion was announced}}<br />
{{Screenshot|Image:TMW screenshot 0.0.15 - snake invasion 2.png|First snakes started coming}}<br />
{{Screenshot|Image:TMW screenshot 0.0.15 - snake invasion.png|Snake invasion went out of control}}<br />
<br style="clear: both;"/><br />
<br />
== Ancient ==<br />
<br />
{{Screenshot|Image:TMW ancient matt bug2.jpg|Matt shows us a bug in the map}}<br />
{{Screenshot|Image:TMW ancient login.png|The login screen just after porting it to Guichan}}<br />
{{Screenshot|Image:Tmw-0.0.10CVS.png|Pathfinding was reimplemented in 0.0.10}}<br />
{{Screenshot|Image:TMW screenshot 0.0.10.png|Purple all on his own on 0.0.10 release}}<br />
{{Screenshot|Image:TMW screenshot 0.0.12-family-shot.png|A family shot taken in front of Tulimshar palace gate}}<br />
{{Screenshot|Image:TMW screenshot 0.0.12-cave.png|The cave was new with 0.0.12}}<br />
<br style="clear: both;"/><br />
<br />
__NOTOC__</div>Rotonenhttps://wiki.themanaworld.org/index.php?title=File:Roto-0.0.29.1-5.png&diff=13118File:Roto-0.0.29.1-5.png2009-08-20T12:18:29Z<p>Rotonen: </p>
<hr />
<div></div>Rotonenhttps://wiki.themanaworld.org/index.php?title=The_Mana_World:Screenshots&diff=13101The Mana World:Screenshots2009-08-18T14:40:12Z<p>Rotonen: /* Version 0.0.29 */ - Added 4 screenshots.</p>
<hr />
<div>== Version 0.0.29 ==<br />
{{Screenshot|Image:Roto-0.0.29.1-1.png|Scenery}}<br />
{{Screenshot|Image:Roto-0.0.29.1-2.png|Scenery}}<br />
{{Screenshot|Image:Roto-0.0.29.1-3.png|Scenery}}<br />
{{Screenshot|Image:Roto-0.0.29.1-4.png|Action}}<br />
{{Screenshot|Image:Screenshot_partysystem.png|[[Party system]]}}<br />
{{Screenshot|Image:TMW-0.0.29-Storage.png|Putting Things in Storage at the twins' bank}}<br />
{{Screenshot|Image:TMW_Screenshot_2.png|Colours}}<br />
{{Screenshot|Image:Mana_World_0.0.29.PNG|Hurnscald Woodlands}}<br />
<br />
<br style="clear: both;"/><br />
<br />
== Developer Screenshots ==<br />
<!-- <br />
This should always be the 2nd paragraph and it should only contain screenshots showing features that are not released yet or will never be released but are still interesting.<br />
--><br />
<br />
Work in progress screenshots from developer versions that have not been released to the public or from unofficial forks.<br />
<br />
{{Screenshot|Image:adamaix skin.png|[http://www.adamaix.co.za/~adamaix/projects/tmw/skins/mana-theme-0.2.tar.gz Adamaix's new skin]}}<br />
{{Screenshot|Image:TMW Screenshot 24.png|[http://qoal.110mb.com QOALs modified client 0.0.29.Q]}}<br />
{{Screenshot|Image:TMW Screenshot 6.png|The HMC guys are testing TMWServ}}<br />
{{Screenshot|Image:Recolor_Screenshot_1.png|experimenting with changing the colors of images at runtime}}<br />
{{Screenshot|Image:Particleengine_Screenshot_2.png|Crushs particle engine.}}<br />
{{Screenshot|Image:Particleengine_Screenshot_1.png|Crushs particle engine.}}<br />
{{Screenshot|Image:TMW Screenshot svn210606-fog-smooth-scrolling.png|Fog and smooth scrolling from Crushs GFX branch.}}<br />
{{Screenshot|Image:TMW Screenshot svn210606-boobs.png|SVN 21.06.06 The first time a<br>female character appeared on screen.}}<br />
{{Screenshot|Image:Assparade.png|Assparade!!! - first version of the new<br>playerset that has not been released.}}<br />
<br style="clear: both;"/><br />
<br />
== Version 0.0.28 ==<br />
{{Screenshot|Image:TMW_Screenshot_15.png|TTF font rendering and speech bubbles}}<br />
<br style="clear: both;"/><br />
<br />
== Version 0.0.26 ==<br />
{{Screenshot|Image:TMW_Screenshot_8.png|Showing off all the new content since 0.0.23}}<br />
<br style="clear: both;"/><br />
<br />
== Version 0.0.23 ==<br />
{{Screenshot|Image:Halloween_2007.png|Halloween in the woodland village}}<br />
<br style="clear: both;"/><br />
{{Screenshot|Image:TMW Screenshot 0.0.23-particles.png|The new particle engine}}<br />
{{Screenshot|Image:Screenshot_HurnscaldVillage.png|New Village}}<br />
{{Screenshot|Image:Screenshot_HurnscaldInn.png|New Village}}<br />
<br style="clear: both;"/><br />
<br />
== Version 0.0.22 - Christmas version ==<br />
{{Screenshot|Image:TMW Screenshot 0.0.22-christmastree.png|Christmas tree}}<br />
{{Screenshot|Image:TMW Screenshot 0.0.22-helpersanta.png|Helper Santa (NPC)}}<br />
{{Screenshot|Image:TMW Screenshot 0.0.22-buyselldialog.png|new buy/sell dialog...}}<br />
<br />
<br style="clear: both;"/><br />
<br />
== Version 0.0.21.1 - Halloween version ==<br />
{{Screenshot|Image:Login wallpaper halloween.png|Lovely Halloween login wallpaper by [[User:Irukard|Irukard]] }}<br />
{{Screenshot|Image:TMW Screenshot halloween1.png|Skulls desert}}<br />
{{Screenshot|Image:TMW Screenshot halloween2.png|Ghosts...}}<br />
<br />
<br style="clear: both;"/><br />
<br />
== Version 0.0.20 ==<br />
{{Screenshot|Image:Tmw_0.0.20.png|Family photo on 0.0.20!}}<br />
{{Screenshot|Image:Icecave-screen.png|The new icecave}}<br />
{{Screenshot|Image:Female character1.png|The new official female character}}<br />
{{Screenshot|Image:Clothes.png|Now you can see the clothes!}}<br />
<br style="clear: both;"/><br />
<br />
== Version 0.0.19 ==<br />
<br />
{{Screenshot|Image:TMW screenshot 0.0.19-batcave.png|The new batcave}}<br />
{{Screenshot|Image:TMW screenshot 0.0.19-firemonsters.png|Danger! Hot!}}<br />
<br style="clear: both;"/><br />
<br />
== Old Playerset ==<br />
<br />
{{Screenshot|Image:TMW_screenshot_0.0.18-cvs_xmas.png|The new Xmas Map}}<br />
{{Screenshot|Image:TMW_screenshot_0.0.18-cvs_woodland.png|Woodland}}<br />
{{Screenshot|Image:TMW_screenshot_0.0.18-cvs_casino.png|The casino}}<br />
{{Screenshot|Image:TMW_screenshot_0.0.18-cvs_inn.png|The inn}}<br />
{{Screenshot|Image:TMW screenshot 0.0.15-cvs.png|A crowd in front of the gates to Tulimshar palace}}<br />
{{Screenshot|Image:TMW screenshot 0.0.15 - snake invasion 1.png|A snake invasion was announced}}<br />
{{Screenshot|Image:TMW screenshot 0.0.15 - snake invasion 2.png|First snakes started coming}}<br />
{{Screenshot|Image:TMW screenshot 0.0.15 - snake invasion.png|Snake invasion went out of control}}<br />
<br style="clear: both;"/><br />
<br />
== Ancient ==<br />
<br />
{{Screenshot|Image:TMW ancient matt bug2.jpg|Matt shows us a bug in the map}}<br />
{{Screenshot|Image:TMW ancient login.png|The login screen just after porting it to Guichan}}<br />
{{Screenshot|Image:Tmw-0.0.10CVS.png|Pathfinding was reimplemented in 0.0.10}}<br />
{{Screenshot|Image:TMW screenshot 0.0.10.png|Purple all on his own on 0.0.10 release}}<br />
{{Screenshot|Image:TMW screenshot 0.0.12-family-shot.png|A family shot taken in front of Tulimshar palace gate}}<br />
{{Screenshot|Image:TMW screenshot 0.0.12-cave.png|The cave was new with 0.0.12}}<br />
<br style="clear: both;"/><br />
<br />
__NOTOC__</div>Rotonenhttps://wiki.themanaworld.org/index.php?title=File:Roto-0.0.29.1-4.png&diff=13100File:Roto-0.0.29.1-4.png2009-08-18T14:37:26Z<p>Rotonen: </p>
<hr />
<div></div>Rotonenhttps://wiki.themanaworld.org/index.php?title=File:Roto-0.0.29.1-3.png&diff=13099File:Roto-0.0.29.1-3.png2009-08-18T14:37:08Z<p>Rotonen: </p>
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<div></div>Rotonenhttps://wiki.themanaworld.org/index.php?title=File:Roto-0.0.29.1-2.png&diff=13098File:Roto-0.0.29.1-2.png2009-08-18T14:36:53Z<p>Rotonen: </p>
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<div></div>Rotonenhttps://wiki.themanaworld.org/index.php?title=File:Roto-0.0.29.1-1.png&diff=13097File:Roto-0.0.29.1-1.png2009-08-18T14:34:55Z<p>Rotonen: </p>
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<div></div>Rotonenhttps://wiki.themanaworld.org/index.php?title=Archive:Special_attacks_brainstorming&diff=8796Archive:Special attacks brainstorming2008-02-24T19:27:46Z<p>Rotonen: /* learning by attributes */ - Added my idea to the learning by attributes idea.</p>
<hr />
<div>just brainstorming by writing any posibility i can think of without thinking about if it makes sense for us or not<br />
==using==<br />
===Secret of Mana approach===<br />
hold attack button to charge. the longer you charge the better the attack when you release it. <br />
*all weapons attacks charge like in Secret of Mana and non-weapon special attacks are Icon selectable<br />
<br />
===SD3 approach===<br />
successful normal attacks charge a combo bar which can be emptied to use a special attack<br />
===rage approach===<br />
the bar fills when YOU are hit succesfully<br />
===usual MMORPG approach===<br />
click icon or press hotkey to use special attack. each attack has a cooldown (or not). each use uses up mana (or not).<br />
===Street Fighter approach===<br />
special attacks are activated by more or less complicated finger acrobatics. they can be used without restrictions but you lose control over the character for the duration of the attack.<br />
===Mega Man approach===<br />
every special attack has a limited number of uses which can be recharged.<br />
===team formation===<br />
special attacks can only be used in parties when multiple people cooperate (like standing in a specific formation)<br />
===[[Magic system]]===<br />
Use our [[magic system]] for special attacks too, just that damage of special attacks is based on str instead of will -> would make int useful (maybe necessary?) for warriors. RP Explanation: Applied mana energy allows you to perform superhuman combat maneuvers.<br />
<br />
==obtaining==<br />
===learning by leveling===<br />
reach skill level X and you learn a special attack<br />
===skill tree=== <br />
every skill has an ability tree. you get a skill-specific ability point on each levelup you can spend on a special attack of your choice (passive boni, too)<br />
===learning by quest===<br />
Do a quest and get teached a new special attack as a reward.<br />
===design your own special attacks===<br />
players can design their own special attacks within certain limitations<br />
===blue mage approach===<br />
learn a special attack by getting hit by it (even in PvP???)<br />
===item-based===<br />
your equipment defines what special attacks can be performed<br />
*integrate special attacks into rune system used for magic?<br />
**maybe different equipment for spellcasting runes and attack runes to differentiate between mage and warrior equipment?<br />
<br />
===Learning by attributes===<br />
Attacks are unlocked by reaching certain attribute prerequisites.<br />
<br />
Alternatively they are predefined, but your attribute distribution decides which skill gets unlocked by the levelup of the skill.<br />
<br />
==results==<br />
===combo bar approach===<br />
I think a combination of the rage and SD3 approach would be good. With that method, both tanks and high agility players will be able to use skills fairly often.<br />
As for obtaining, having a skill tree, some gained by quest, and some with items would be a good combination to keep players very interested and inspired i think.<br />
-roderic<br />
<br />
===magic system approach===<br />
I am currently favoring to integrate the melee special attacks into the [[magic system]] and [[User:Crush/Rune_combination|rune combination]] seamlessly. One might argue that using int and rune slots for regulating both physical and magical combat reduces the difference between mages and warriors but i think the opposite might be the case:<br />
*Warriors need Dex+Str+Int while mages need Will+Int for maximum damage output so specialisation on one still makes sense.<br />
*Characters have to choose if they want to use their resources (int-based mana flow and rune slots) for physical or magical combat. The logical choice would be to concentrate on one to be able to benefit from attribute specialisation.<br />
*When we would separate magic and special atack system it would be easier for the player to utilize both independently at the same time. Would be an advantage for omni-characters (=bad).<br />
--[[User:Crush|Crush]] 00:07, 24 February 2008 (CET)</div>Rotonenhttps://wiki.themanaworld.org/index.php?title=Development:Developers&diff=8512Development:Developers2008-01-18T00:29:01Z<p>Rotonen: Added in my full name.</p>
<hr />
<div>== Active ==<br />
{| border="0" cellspacing="0" cellpadding="5" width="100%" style="border-bottom: 2px solid #efdead"<br />
! style="background:#efdead;" width="150px" align="left" | Name<br />
! style="background:#efdead;" width="200px" align="left" | Occupation<br />
! style="background:#efdead;" width="150px" align="left" | Location<br />
<br />
{{dev2| [[User:Av3nger|Av3nger]] | Pixel art, map creation, translations | Brazil}}<br />
{{dev1| [[User:Axltrozz|Axltrozz]] | Pixel artist | USA}}<br />
{{dev2| [[User:Bertram|Bertram]] | Programmer | France}}<br />
{{dev1| [[User:Bjørn|Bjørn Lindeijer]] | Lead Programmer | The Netherlands}}<br />
{{dev2| [[User:Crush|Crush]] | Pixel artist, mapper, programmer | Germany}}<br />
{{dev1| [[User:Dabe|Dabe]] | Story and Geography writer | }}<br />
{{dev2| [[User:Doener|Doener]] | Programmer | Germany}}<br />
{{dev1| [[User:ElvenProgrammer|ElvenProgrammer]] | Project leader, programmer | Italy}}<br />
{{dev2| [[User:Silene|Guillaume Melquiond (Silene)]] | Programmer | France}}<br />
{{dev1| [[User:Irukard|Irukard]] | Pixel artist | Poland}}<br />
{{dev2| [[User:Len|L Pabin (len)]] | Pixel artist, concept artist | USA}}<br />
{{dev1| [[User:maci|maci]] | User support | Germany}}<br />
{{dev2| [[User:hackgrid|Matt]] | Blabbering idiot | Germany}}<br />
{{dev1| [[User:Modanung|Modanung]] | Pixel artist, concept artist | The Netherlands}}<br />
{{dev2| [[User:Pajarico|Pajarico]] | Art, writer | Spain}}<br />
{{dev1| [[User:the-me|Patrick Matthäi]] | Debian package maintainer | Germany}}<br />
{{dev2| [[User:Pauan|Pauan]] | Graphics artist (painting, pixel art, interface design, etc.) | USA}}<br />
{{dev1| [[User:Platyna|Platyna]] | Slackware package maintainer | Poland}}<br />
{{dev2| [[User:Avaniel|Rogier Polak (Avaniel)]] | Programmer | The Netherlands}}<br />
{{dev1| [[User:Rotonen|Joni Orponen (Rotonen)]] | Head of art, story and music | Finland}}<br />
{{dev2| [[User:Trapdoor|trapdoor]] | Programmer | England}}<br />
{{dev1| [[User:Tuxtgz|Tuxtgz]] | Webinterface-Programmer | Germany}}<br />
{{dev2| [[User:VictorSan|VictorSan]] | Programmer | Spain}}<br />
{{dev1| [[User:Yosuhara|Yosuhara]] | Pixel artist | Slovakia}}<br />
|}<br />
<br />
== Retired ==<br />
{| border="0" cellspacing="0" cellpadding="5" width="100%" style="border-bottom: 2px solid #efdead"<br />
! style="background:#efdead;" width="150px" align="left" | Name<br />
! style="background:#efdead;" width="200px" align="left" | Occupation<br />
! style="background:#efdead;" width="150px" align="left" | Location<br />
<br />
{{dev1| [[User:Gagaofdeath|Andrej Sinicyn]] | Programmer | Germany}}<br />
{{dev2| [[User:Bear|Bear]] | Scripter | USA}}<br />
{{dev1| [[User:Catfish_Man|Catfish_Man]] | Mac port | USA}}<br />
{{dev2| Chetic | Mapper | }}<br />
{{dev1| [[User:Clef|Clef]] | Pixel artist | }}<br />
{{dev2| [[User:Demon|Demon]] | Pixel artist | }}<br />
{{dev1| [[User:deviexx|deviexx]] | Content manager | }}<br />
{{dev2| [[User:Golgo|Golgo]] | Pixel artist | }}<br />
{{dev1| Gnulia | Concept artist | }}<br />
{{dev2| Igor Morgado (imorgado) | Tester | }}<br />
{{dev1| [[User:Javila|Javila]] | Programmer | Brazil}}<br />
{{dev2| [[User:JoshLangley|JoshLangley]] | Client Programmer | Australia}}<br />
{{dev1| [[User:kindjal|kindjal]] | Programmer | France, currently Italy}}<br />
{{dev2| [[User:Kinetic|Kinetic]] | Pixel artist | USA}}<br />
{{dev1| Alexander Baldeck (kth5/Shura) | Programmer | }}<br />
{{dev2| [[User:Kyokai|Kyokai]] | Game systems designer | }}<br />
{{dev1| [[User:Maester Pixel|Maester Pixel]] | Pixel artist | USA}}<br />
{{dev2| [[User:Magick|Magick]] | Musician | }}<br />
{{dev1| [[User:Mkael|Mkael]] | Concept artist | Finland}}<br />
{{dev2| [[User:Mra|Mra]] | Programmer | Germany}}<br />
{{dev1| [[User:Neko-mon|Neko-mon]] | Pixel artist | Brazil}}<br />
{{dev2| Neorice | Pixel artist | }}<br />
{{dev1| [[User:Nym|nym]] | Programmer | Australia}}<br />
{{dev2| Rodney Dawes (dobey) | Packager (install process) | }}<br />
{{dev1| Romulo Fernandes (razor85) | Artist | }}<br />
{{dev2| Simon Edwardsson (simonedw/simedw) | Packager (Mac) | }}<br />
{{dev1| [[User:Sora|Sora]] | Pixel artist | Poland}}<br />
{{dev2| [[User:Sull|Sull]] | Pixel artist and hosting | Canada}}<br />
{{dev1| [[User:Talaroc|Talaroc]] | Pixel artist | }}<br />
{{dev2| Ti Sing Hao | Musician | }}<br />
{{dev1| Ultramichy | Hosting | }}<br />
{{dev2| [[User:Usiu|Mateusz Kaduk (Usiu)]] | Programmer | Poland}}<br />
{{dev1| Vlady | Artist | }}<br />
{{dev2| zenogais (bitshift2002) | Programmer | }}<br />
|}</div>Rotonenhttps://wiki.themanaworld.org/index.php?title=User:Rotonen&diff=4746User:Rotonen2006-08-26T23:38:21Z<p>Rotonen: More gory details.</p>
<hr />
<div>A Finnish nutcase who just happened to wander into the channel In November 2004 and somehow got involved. On the first night of involvement he composed some music (which never got used), wrote a backstory (which got discarded) and got a position as the art manager (which he is still trying to fulfill).<br />
<br />
Currently between studies (bionics, major: bio/neuroadaptive systems, 1st minor: the usage of nanotechnology in medical applications, 2nd minor: cognitive systems) and his duties towards TMW due to the fact that he got to skip army for health reasons.<br />
<br />
'''[http://themanaworld.org/archive/galerie.php?dir=%2F Gallery]'''</div>Rotonenhttps://wiki.themanaworld.org/index.php?title=User:Rotonen&diff=4719User:Rotonen2006-08-20T22:56:27Z<p>Rotonen: </p>
<hr />
<div>A Finnish nutcase who just happened to wander into the channel and somehow got involved.<br />
<br />
Currently between studies and his duties towards TMW due to the fact that he got to skip army for health reasons.<br />
<br />
(Supposedly the art director.)<br />
<br />
'''[http://themanaworld.org/archive/galerie.php?dir=%2F Gallery]'''</div>Rotonenhttps://wiki.themanaworld.org/index.php?title=Main_Page&diff=986Main Page2005-09-29T19:22:38Z<p>Rotonen: </p>
<hr />
<div><div style="text-align: center; margin: 20px; font-style: italic;">Welcome to The Mana World wiki! This wiki is meant to provide information to our players, to provide an easy way to contribute to the development of certain parts of the game and to improve collaboration between people on the development team. We hope you will find what you are looking for. To be able to edit you have to login, but signing up is free and requires no activation.</div><br />
<br />
{| cellspacing="3" cellpadding="5" width="100%"<br />
|- valign="top" <br />
|width="50%" style="border: 1px solid #e0c8b8; color: #000; background-color: #faeee6"|<br />
<h2>Project information</h2><br />
* [[Project description]]<br />
* [[Screenshots]]<br />
* [[Developers]]<br />
* [[FAQ]]<br />
* [[Dependencies]]<br />
* [[System requirements]]<br />
* [[Roadmap]]<br />
* [[Ports]]<br />
* [http://cvs.sourceforge.net/viewcvs.py/themanaworld/tmw/ChangeLog?rev=HEAD&view=markup Change log]<br />
<br />
<h4>References</h4><br />
<br />
* [[Guilds]]<br />
* [[Monster reference]]<br />
* [[Item reference]]<br />
<br />
<h4>Organization</h4><br />
<br />
* [[Suggestions]]<br />
* [[Bugs]]<br />
* [http://themanaworld.org/archive/galerie.php Gallery]<br />
* [[Developer meetings]]<br />
* [[Quotes]]<br />
* '''[[Summer 2005 real life developer meeting]]'''<br />
<br />
|width="50%" style="border: 1px solid #c9c9ff; color: #000; background-color: #f3f3ff"|<br />
<h2>Development</h2><br />
<br />
'''World'''<br />
:[[World development]], [[World backstory]], [[Map development]], [[Landmarks]], [[Kingdoms]], [[Organisations]], [[Important NPCs]], [[Finished NPCs]], [[Quest development|Quests]], [[Calendar]], [[Create new NPCs]]<br />
<br />
'''Graphics'''<br />
:[[Guidelines]], [[Assignation]], [[Concept art]], [[Tileset development|Tilesets]], [[Playerset development|Playerset]], [[NPC development|NPCs]], [[Monsterset development|Monsters]], [[Hairset development|Hairsets]], [[Itemset development|Itemsets]], [[Equipment development|Equipment]], [[:Special:Newimages|New images gallery]], [[Military Uniforms|Uniforms]]<br />
<br />
'''GUI / Interface'''<br />
:[[GUI development]], [[Keyboard usage]]<br />
<br />
'''Sound'''<br />
:[[SFX]], [[Music]]<br />
<br />
'''Game'''<br />
:[[Game systems]], [[Update system]]<br />
<br />
'''Server'''<br />
:[[Server development]]<br />
<br />
'''RFCs'''<br />
:[[Rendering]], [[Action Layers]]<br />
|}</div>Rotonenhttps://wiki.themanaworld.org/index.php?title=Archive:Artist_meeting_15/09/05&diff=809Archive:Artist meeting 15/09/052005-09-16T11:30:11Z<p>Rotonen: /* Summary */</p>
<hr />
<div>== Information ==<br />
<br />
* '''Duration:''' 1:16 hours (20:49-22:05 GMT)<br />
* '''Attendance:''' [[User:ElvenProgrammer|ElvenProgrammer]], [[User:Rotonen|Rotonen]], [[User:Crush|Crush]], [[User:maci|maci]], [[User:Talaroc|Talaroc]], [[User:treo|treo]]<br />
<br />
== Summary ==<br />
<br />
* Talaroc is still busy with setting up things, but he will probably upload something new this week-end. We definitely defined what's needed for the playerset to be completed: standing, walking, sitting, attacking (knife and bow) and death.<br />
* Crush reported the latest news of the woodland tileset development and we discussed about the high saturation, but we were unable to find an agreement it seems.<br />
* Rotonen suggested some improvements to the "stone surfacing".<br />
* We agreed that we will have to adapt the npcs to the new playerset soon.<br />
* Crush will work on a test map as well so we can see what tiles are missing and we could better find future improvements.<br />
* Me and Rotonen are basically studying the same thing in university and m[a]tt is not useful.<br />
* I suggested to clearly state in the forum that every submission undergoes our license as they do in Wesnoth for example http://www.wesnoth.org/forum/viewtopic.php?t=2014 , but Rotonen thinks the artists will be smart enough to understand that on their own so we won't have to worry about lawyers.<br />
* Rotonen will work on the next event since he got some nice zen-buddhistic ideas.<br />
* The meeting ends with me giggling.<br />
<br />
This meeting was not very helpful since the attendance was very low because of artists FORGETTING ABOUT IT mostly. I know someone else was busy or having problems connecting. I hope to see a lot more people the next time.<br />
If you have problems with the time or whatever else contact us, so we can find a solution and please subscribe to the mailing list.<br />
--[[User:ElvenProgrammer|ElvenProgrammer]] 12:22, 16 Sep 2005 (CEST)</div>Rotonenhttps://wiki.themanaworld.org/index.php?title=Archive:Summer_2005_real_life_developer_meeting&diff=619Archive:Summer 2005 real life developer meeting2005-07-27T13:00:23Z<p>Rotonen: /* Dates to work around */</p>
<hr />
<div>== The meeting ==<br />
<br />
This page is meant to help in the organization of this summer's real life TMW developer meeting. The meeting will be held in Europe, as that's where most of the developers currently are from. Of course people from other continents are welcome too, or are welcome to organize something on their continent! Some details are below, which we hope to clarify as time progresses.<br />
<br />
* '''When:''' From 11th (arrival day) to 15th (departure day) of August<br />
* '''Where:''' The Netherlands, at [[User:Bjørn|Bjørn]]'s parents (nearest train station: Groningen CS, airports: Amsterdam/Schiphol, Rotterdam and Eindhoven)<br />
* '''Who:''' All TMW developers are welcome! (please put your name below if you plan to come)<br />
* '''Why:''' To get to know eachother better and plan ahead on TMW a bit, it's teambuilding.<br />
<br />
<span style="color: darkred;">To the people who are coming: please start making reservations for your trip, you can update this page with details on when you expect to arrive.</span><br />
<br />
== The audience ==<br />
<br />
{| width="100%" border="0"<br />
! style="text-align: left;" | Name<br />
! style="text-align: left;" | Location<br />
! style="text-align: left;" | Available<br />
|-<br />
| [[User:Bjørn|Bjørn Lindeijer]]<br />
| The Netherlands (Groningen)<br />
| 23rd of July to 3rd of August, and 9th to 22nd of August<br />
|-<br />
| [[User:ElvenProgrammer|ElvenProgrammer]]<br />
| Italy<br />
| Probably after 15th of August (not yet known though)<br />
|-<br />
| [[User:maci|Maci]]<br />
| Germany<br />
| Whenever<br />
|-<br />
| [[User:Rotonen|Rotonen]]<br />
| Finland<br />
| Until September.<br />
|-<br />
| [[User:Modanung|Modanung]]<br />
| The Netherlands<br />
| 23rd of July to 18th of August and 22nd of August to 5th of September<br />
|-<br />
| [[User:Irukard|Irukard]]<br />
| North-East Poland (Sokolka)<br />
| Until October.<br />
|-<br />
| [[User:Usiu|Mateusz Kaduk]]<br />
| Middle Poland (Warsaw)<br />
| 1st of August to 15th and after 1st of September<br />
|-<br />
| [[User:Bertram|Ferreira Yohann]]<br />
| Middle-West of France (Pontarlier)<br />
| August's Week-ends, from the 5th to the 19th of September.<br />
|}<br />
<br />
== Dates to work around ==<br />
<br />
Here you can add dates you find the meeting should not be planned on.<br />
<br />
* [http://wikimania.wikimedia.org/wiki/Main_Page Wikimania 2005] - 1th to 9th of August ([[User:Bjørn|Bjørn]] already bought his ticket)<br />
* [http://www.lowlands.nl Lowlands 2005] - 19th to 21st of August ([[User:Modanung|Modanung]] already bought his ticket)<br />
* Hidecon 2005 - somewhere in October ([[User:Irukard|Irukard]] is org. of that CON)<br />
* Greece - 29th of July to 5th of August ([[User:ElvenProgrammer|ElvenProgrammer]] already bought his ticket)<br />
* Rotonen moving into a new apartment - 20th of August, cannot really go after this.<br />
<br />
== Activities ==<br />
<br />
''The below is just a quick writeup by Hammerbear, which is probably too much geared towards project planning. Feel free to add ideas of your own!''<br />
<br />
=== Day 1 ===<br />
<br />
Handshaking, getting ready for next three days. Everybody probably has loads of stuff to discuss with the others are this is where it all starts.<br />
<br />
=== Day 2 ===<br />
<br />
Among making sure we survive to the 3rd day, this day we could organize an event where we focus on giving more focus to as many aspects of TMW as possible. Aspects to discuss should be determined beforehand, and this event will probably require a lot of pens and paper.<br />
<br />
We'll probably do something hilarious too.<br />
<br />
=== Day 3 ===<br />
<br />
The theme of the day will be persistance. It is important not to lose the focus established by now and to write down as much as possible about conclusions taken and future visions discussed. The documents written should be one of useful products of this meeting.<br />
<br />
With goodbye getting closer, I guess it's time to have fun while it lasts, and drink more beer than we did on the first two days.<br />
<br />
=== Day 4 ===<br />
<br />
We'll tell eachother the meeting was great, and that we should surely have another soon, maybe as soon as the next summer.<br />
<br />
Other activities include packing bags, goodbyes, departure, tears...<br />
<br />
== Comments ==<br />
<br />
Probably the meeting should be planned as a way to know each other and have fun toghether more than a way to plan further on TMW. --[[User:ElvenProgrammer|ElvenProgrammer]]<br />
:I somewhat agree, but I think apart from getting to know eachother, which happens automatically I think, we really should try to discuss some important points about TMW's future. --[[User:Bjørn|Bjørn]] 08:20, 7 Jul 2005 (PDT)<br />
<br />
Maybe the meeting could take place at my parents? They live outside the city and would have plenty of space to sleep and build a fire, about 60 km from German border. At least it would save us having to pay for a place in Germany, cause at the moment it seems there is nobody in Germany where we could have the meeting at. --[[User:Bjørn|Bjørn]] 08:20, 7 Jul 2005 (PDT)<br />
:This is now the preferred location, the meeting is getting close. --[[User:Bjørn|Bjørn]] 12:45, 9 Jul 2005 (CEST)<br />
::Are they any airports near that location? Or I have to travel by train? --[[User:Irukard|Irukard]] 17:35, 11 Jul 2005 (CEST)<br />
:::The closest airports you could go to are probably Eindhoven and Amsterdam, it is 3 hours by train from there (40 euro for return ticket). --[[User:Bjørn|Bjørn]] 21:17, 11 Jul 2005 (CEST)</div>Rotonen