Search found 319 matches

by Hyacintho
Mon Sep 03, 2018 4:22 pm
Forum: IMPLEMENTED - ARCHIVED
Topic: Great City - ANSWERED
Replies: 26
Views: 1967

Re: Great City.

With apologies, I must announce my (temporary?) resignation from this project. With other projects taking up my time, I doubt I will be able to finish this. I may return to it later, but not anytime in the near future. Here is all I have finished for the image, anyone is welcome to modify and finish...
by Hyacintho
Mon Sep 03, 2018 3:25 pm
Forum: DEVELOPER version changes
Topic: version v1.065
Replies: 34
Views: 3325

Re: version v1.064

That's good. However it would still be nice to get of whatever issue is causing this message. Do you know what's causing it?
Is there anything I can do to help? I doubt it but I might as well ask.
by Hyacintho
Mon Sep 03, 2018 2:17 pm
Forum: DEVELOPER version changes
Topic: version v1.065
Replies: 34
Views: 3325

Re: version v1.064

I've updated it 3 times. I even uninstalled it and reinstalled it, but that didn't work.
I hate to cause trouble, but from what I've heard this "Libandengine" thing isn't something to take lightly.
by Hyacintho
Mon Sep 03, 2018 1:32 pm
Forum: DEVELOPER version changes
Topic: version v1.065
Replies: 34
Views: 3325

Re: version v1.064

I guess I'm the only one with this problem.

Last call: Has anyone with the latest Dev version of any game gotten the "libandengine" message?

Hey Stratego, why do you think I keep getting the message? Is it because I've got an old OS? There are no avaliable system updates, so I'm stuck with it.
by Hyacintho
Sun Sep 02, 2018 2:54 pm
Forum: DEVELOPER version changes
Topic: version v1.065
Replies: 34
Views: 3325

Re: version v1.064

My android version is 7.1.1. I'll check my OS soon.

I've got "Nougat" OS.
by Hyacintho
Sun Sep 02, 2018 2:38 pm
Forum: DEVELOPER version changes
Topic: version v1.065
Replies: 34
Views: 3325

Re: version v1.064

I just downloaded the latest Dev version for AoWW, and I got hit with the infamous "Libandengine" message again.
I opened the game up 3 times, and the message still pops up.
by Hyacintho
Sun Sep 02, 2018 1:26 am
Forum: Buildings
Topic: Fence Structure (All Nations)
Replies: 11
Views: 1214

Re: Fence Structure (All Nations)

Here is V2. I may modify it soon to better fit V3, or the vertical version.
by Hyacintho
Sat Sep 01, 2018 11:25 pm
Forum: Buildings
Topic: Fence Structure (All Nations)
Replies: 11
Views: 1214

Re: Fence Structure (All Nations)

Here it is. I'll begin work on the other variants now.
On this one I darkened the top prongs so they stand out better against the background.
by Hyacintho
Sat Sep 01, 2018 11:14 pm
Forum: Buildings
Topic: Fence Structure (All Nations)
Replies: 11
Views: 1214

Re: Fence Structure (All Nations)

How's this?
by Hyacintho
Sat Sep 01, 2018 8:49 pm
Forum: Buildings
Topic: Fence Structure (All Nations)
Replies: 11
Views: 1214

Re: Fence Structure (All Nations)

A little difficult to implement on a design like this, but I'll see what I can do.
by Hyacintho
Sat Sep 01, 2018 8:41 pm
Forum: Buildings
Topic: Fence Structure (All Nations)
Replies: 11
Views: 1214

Re: Fence Structure (All Nations)

New design:
Other Variations are in the works. In the next few days, they will be done.
by Hyacintho
Fri Aug 31, 2018 4:54 pm
Forum: OFF Topics
Topic: Permanent Goodbye
Replies: 9
Views: 1632

Re: Permanent Goodbye

Arrivederci Ayush, on behalf of the HoJ, I wish you a fond farewell.
by Hyacintho
Fri Aug 31, 2018 1:12 pm
Forum: Buildings
Topic: Decorative Mega Buildings.
Replies: 7
Views: 821

Re: Decorative Mega Buildings.

I was thinking something more along the lines of this:
Image

The forbidden city. I think it would fit better with both the game and the other landmarks.
by Hyacintho
Fri Aug 31, 2018 3:28 am
Forum: Buildings
Topic: Decorative Mega Buildings.
Replies: 7
Views: 821

Decorative Mega Buildings.

Mega Buildings available only in the map editor, used for Decoration purposes. Must Haves: Brandenburg Gate, Germany. https://img2.cgtrader.com/items/669985/0b0c9d3f80/brandenburg-gate-3d-model-max-obj-3ds-fbx-c4d.jpg Eiffel Tower, France. https://s3.envato.com/files/72204765/Image%20Preview.jpg Big...
by Hyacintho
Wed Aug 29, 2018 11:41 pm
Forum: Races
Topic: Knighthood of Aurora Argentum
Replies: 291
Views: 19967

Re: High Men

Knighthood of Aurora Argeni. I got the idea from Aurora Argentum, which is Latin for Silver Dawn. Wait, I got something a little better. Order of Aurora Argeni, in keeping with the style of the previous suggestions. What do you guys think? If you don't like this suggestion, then I vote for option A.
by Hyacintho
Tue Aug 28, 2018 1:09 pm
Forum: Implemented/Closed ones
Topic: P47 Thunderbolt! IMPLEMENTED
Replies: 56
Views: 6278

Re: P47 Thunderbolt! DEV Ready!

Yes! It looks good, thank you. This thing finally has an image that's right.
by Hyacintho
Mon Aug 27, 2018 11:04 pm
Forum: Implemented/Closed ones
Topic: P47 Thunderbolt! IMPLEMENTED
Replies: 56
Views: 6278

Re: P47 Thunderbolt! DEV Ready!

It's short. It's fat. It's proportionate (at least I think so). It's beautiful.
But will it work?
What do you guys think?

(Please, I pray I got it right this time.)
by Hyacintho
Sun Aug 26, 2018 9:03 pm
Forum: Implemented/Closed ones
Topic: P47 Thunderbolt! IMPLEMENTED
Replies: 56
Views: 6278

Re: P47 Thunderbolt! DEV Ready!

I fixed the tail and modified the wings. I'd say it's done.

Better late than never, I suppose.
by Hyacintho
Wed Aug 22, 2018 4:14 pm
Forum: FAQ
Topic: Trigger Add ObjType to Buildables for Player 1 ANSWERED
Replies: 6
Views: 1728

Re: Trigger Add ObjType to Buildables for Player 1 ANSWERED

My internet is so bad I can't load up the video, but I found out what to do. I used the "change Obj Position to XY" effect, which I assume is waht you used in the video, and it worked! I can now make progress with my map. I plan to change my entire campaign for AoF, and triggers like these are going...
by Hyacintho
Wed Aug 22, 2018 4:15 am
Forum: FAQ
Topic: Trigger Add ObjType to Buildables for Player 1 ANSWERED
Replies: 6
Views: 1728

Re: Trigger Issues

Sorry, I didn't understand. Thanks for the help!
by Hyacintho
Wed Aug 22, 2018 4:08 am
Forum: FAQ
Topic: Trigger Add ObjType to Buildables for Player 1 ANSWERED
Replies: 6
Views: 1728

Re: Trigger Issues

Sorry, I just remembered there is a description inside the help menu for triggers. I just got done reading it, and now I feel like an idiot. However, I still have 2 questions though. What was I seeing on that map when the triggers first "worked," and I wonder if there is way to make a trigger which ...
by Hyacintho
Wed Aug 22, 2018 3:52 am
Forum: FAQ
Topic: Trigger Add ObjType to Buildables for Player 1 ANSWERED
Replies: 6
Views: 1728

Trigger Add ObjType to Buildables for Player 1 ANSWERED

I'm designing a map for AoF. Among the triggers I am using are the "Add ObjType to Buildables for Player 1" which I assume is used for spawning units inside structures, like wagons and fortresses. I know this because I made a map for AoS which used the same triggers. On that map, they successfully f...
by Hyacintho
Thu Aug 16, 2018 5:08 am
Forum: Units & Structures (See Nations for accepted Unit nations)
Topic: Town and Factory building graphics
Replies: 127
Views: 9090

Re: Town and Factory building graphics

The ones above don't have the pink around the unoccupied versions windows like this one.
by Hyacintho
Wed Aug 15, 2018 11:06 pm
Forum: Implemented/Closed ones
Topic: P47 Thunderbolt! IMPLEMENTED
Replies: 56
Views: 6278

Re: P47 Thunderbolt! DEV Ready!

What do you guys think?
by Hyacintho
Tue Aug 14, 2018 12:56 pm
Forum: Implemented/Closed ones
Topic: P47 Thunderbolt! IMPLEMENTED
Replies: 56
Views: 6278

Re: P47 Thunderbolt! DEV Ready!

That's alright. So the image is good, then?
by Hyacintho
Mon Aug 13, 2018 6:17 pm
Forum: Implemented/Closed ones
Topic: P47 Thunderbolt! IMPLEMENTED
Replies: 56
Views: 6278

Re: P47 Thunderbolt! DEV Ready!

Black contours and I enlarged it.
by Hyacintho
Mon Aug 13, 2018 3:46 pm
Forum: Pixel Art
Topic: Warfell Repository
Replies: 170
Views: 8783

Re: Warfell Repository

Not entirely original. I used a base, which is on the first page of this topic if you want to see it. About 30-40% of it is my work. I say this because I don't want people overestimating my pixel abilities.
by Hyacintho
Mon Aug 13, 2018 3:43 pm
Forum: Implemented/Closed ones
Topic: P47 Thunderbolt! IMPLEMENTED
Replies: 56
Views: 6278

Re: P47 Thunderbolt! DEV Ready!

Here it is. I shaded it with similar colors to the wildcat.
by Hyacintho
Mon Aug 13, 2018 5:03 am
Forum: Implemented/Closed ones
Topic: P47 Thunderbolt! IMPLEMENTED
Replies: 56
Views: 6278

Re: P47 Thunderbolt! DEV Ready!

What do you think?

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