please comments on that lock, so i can maybe modify it before it get released

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nah, your stuff look fantastic, mine are just fineSilverx50 wrote:it looks fantastic!
Cool stuff!We are working on:
Looks very nice!i can t resist to tease you guys some more...even if it still need a bit of polishing on some edges
well, i was wondering what to draw today, i think i know nowQuast65 wrote:Will the north facing endings of the locks
thanks for these GarryG, will be very useful.GarryG wrote:It does way with the Foundations that would normally appear if the building was level instead of staggered.
If you want to do your own here the sprite and NML code.
very impressed with what I'm seeing here. very inspirational.romazoon wrote:i can t resist to tease you guys some more...even if it still need a bit of polishing on some edges
sorry i teased you a bit too muchMcZapkie wrote:Those sluices have have functional lock doors?
excellent idea there !GarryG wrote:uickly made a subway to go with the retaining wall and fence.
thank you !inspirationnal you say ? if you need my sprites to get started with your inspiration just say so via PM, ill gladly share all the tiles i have so far. it might modestly help getting started with some water tile and help also for making compatible stuffSilverx50 wrote:ery impressed with what I'm seeing here. very inspirational.
Sure, but it will very likely glitch/clip heavily and that would limit its visual effect a lot.anyone know if that animation could be done to the overlaping graphics parts, which would cover a functional lock
That is the biggest issue....except there is no way to detect a ship is entering the lock though
Lets hopeso who knows maybe next thing is waterways types
I've got some animations in my beach-objects set and in my fake-airport-objects set, they are in NFO though and its been a very long time since I did those.... Cant help with NML-animations...animated
I think you need at least 12 steps:i have no clue how many door sprites is required for animation
Personally I really like the straight look, but that is just a matter of personal taste. How does that rounded one look in normal zoom? Zoomed in doesnt aways give the best type of lookAbout the north facing lock, would that do ?
i believe there is an animated lock in ttd patch...so maybe it s not necessary to reinvent the wheel there.Pyoro wrote:I'm fairly sure mb has drawn an animated lock
good news for my coder, so i supose it s mainly up to me if i do the sprites or not thenPyoro wrote:And yeah, animations in NML are super easy if you just want to do simple cycles. If you paint all stages in a row and they are properly defined in a spritelayout then basically all you need to do is something like sprite_lock(0) for your object and with proper animation triggers and everything set it'll "count" up the sprites to 1, 2, 3 ... however many you set ... and start over again.
I like that look!the straight wall version was just so much simpler to draw
Certainly, always worth a try.if i produce all the sprites for an non overlaping newobject it will be fairly easy to simply try and see what kind of glitch we get then decide from there
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