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Re: The Temple of Jinn [21/10/2013] V9h pg 10

Posted: Thu Oct 24, 2013 9:21 pm
by isaiah40
Since there are no other concerns graphically, I do hereby deem this stamped!!
Image

Congrats Blakkrose!! =D>

Re: The Temple of Jinn [21/10/2013] V9h pg 10

Posted: Thu Oct 24, 2013 9:27 pm
by cairnswk
congratulations Blakkrose.
even though you've got the stamp, i'd still like to see the texture background of the top of the tiles (the lines etc) reduced in opacity so that the actual borders between regions are enhanced.
for me, there seems a lot of messy areas in there like Ghul where the lines that create the textures clash severaly with the lines that create the borders.
Sorry. but i've mentioned this before and feel nothing was done to address it.

Re: The Temple of Jinn [21/10/2013] V9h pg 10

Posted: Fri Oct 25, 2013 3:23 am
by Blakkrose
cairnswk wrote:congratulations Blakkrose.
even though you've got the stamp, i'd still like to see the texture background of the top of the tiles (the lines etc) reduced in opacity so that the actual borders between regions are enhanced.
for me, there seems a lot of messy areas in there like Ghul where the lines that create the textures clash severaly with the lines that create the borders.
Sorry. but i've mentioned this before and feel nothing was done to address it.


Even I am not satisfied with the border around the labyrinth level. I wanted to darken it a little.
Unfortunately, working in 2 different pc, I could not fine tune brightness and contrast, and I missed this detail.
I do not know if I can still remedy. After the Graphic stamp changes can be made?

Re: The Temple of Jinn [21/10/2013] V9h pg 10

Posted: Fri Oct 25, 2013 3:25 am
by Blakkrose
isaiah40 wrote:Since there are no other concerns graphically, I do hereby deem this stamped!!
Image

Congrats Blakkrose!! =D>


Fantastic! Thank you.
I'm working with the XML file for days. Soon I'll try to post something.

Re: The Temple of Jinn [21/10/2013] V9h pg 10

Posted: Fri Oct 25, 2013 4:01 am
by cairnswk
Blakkrose wrote:...I do not know if I can still remedy. After the Graphic stamp changes can be made?

Indeed thay can if asked for and considered doable by the mapmaker...even in BETA they may have to be changed if enough players enter the thread and request same.
You have a great map and concept, but i really think the change requested would make it a lot easier for players to determine some sifferentiation. :)

Re: The Temple of Jinn [21/10/2013] V9h pg 10

Posted: Fri Oct 25, 2013 7:33 am
by Blakkrose
cairnswk wrote:
Blakkrose wrote:...I do not know if I can still remedy. After the Graphic stamp changes can be made?

Indeed thay can if asked for and considered doable by the mapmaker...even in BETA they may have to be changed if enough players enter the thread and request same.
You have a great map and concept, but i really think the change requested would make it a lot easier for players to determine some sifferentiation. :)


Ok, I modified the border around the labyrinth level making it less invasive but still visible.
You speak mainly of the area near Ghul, but I believe that the board give the most trouble where the background is clearer.

I also touched up the borders in the Air zone.

Have I understood correctly? I did not understand try to be more clear.
Unfortunately I have to translate everything because usually I only use the Italian :-(

This is just a test image. If the changes are enough I will create all the other images.
[bigimg]http://www.blakkrose.altervista.org/The_Temple_of_Jinn/The_Temple_of_Jinn_9i.jpg[/bigimg]

Re: The Temple of Jinn [21/10/2013] V9h pg 10

Posted: Fri Oct 25, 2013 1:27 pm
by cairnswk
Blakkrose wrote:...
Have I understood correctly? I did not understand try to be more clear.
Unfortunately I have to translate everything because usually I only use the Italian :-(
...

Blakkrose.
Please forgive but this is from google translator...
Si prega di perdonare, ma questo è da google traduttore

This small image is what i meant by reducing the tile texture background
Questa piccola immagine è quello che volevo dire, riducendo la texture di sfondo tegola

Image

If you apply this principle across all the tiles, the borders will be much clearer, but you still retain somewhat the texture of the tiles
Se si applica questo principio in tutte le piastrelle, i bordi saranno molto più chiare, ma si conservano ancora un po 'la texture delle piastrelle

I hope this helps understand better.
Spero che questo aiuta a capire meglio.

Re: The Temple of Jinn [21/10/2013] V9h pg 10

Posted: Mon Oct 28, 2013 8:17 am
by Blakkrose
cairnswk wrote:...
This small image is what i meant by reducing the tile texture background
Questa piccola immagine è quello che volevo dire, riducendo la texture di sfondo tegola

Image

If you apply this principle across all the tiles, the borders will be much clearer, but you still retain somewhat the texture of the tiles
...


Really good suggestion!

just like that?
[bigimg]http://www.blakkrose.altervista.org/The_Temple_of_Jinn/The_Temple_of_Jinn_9j.jpg[/bigimg]


In the meantime, here is the XML file.

There is no way to prove it in a simulated game?
I've done tests with the 2 programs of the page [Official] XML Test and Map Inspect and all is OK.

I found this page: MAP XML WIZARD.
I uploaded the XML file and the two images (small and big), but the wizard gives me these errors:

Loading URL http://www.blakkrose.altervista.org/The ... f_Jinn.xml ...

Error: Line 20 - Invalid attribute max for element positions
Error: Line 138 - Did not expect element bonuses there
Error: Line 160 - Did not expect element bonuses there
Error: Line 197 - Did not expect element bonuses there
Error: Line 234 - Did not expect element bonuses there
Error: Line 271 - Did not expect element bonuses there
XML Load Complete 0 warnings and 6 errors found. Click Close to close this window.

I can simulate up to 8 players.
I think the wizard is to be updated, but what worries me is if I really committed mistakes!

Re: The Temple of Jinn [21/10/2013] V9h pg 10

Posted: Mon Oct 28, 2013 11:45 am
by generalhead
Great looking map, looks fun. =D>

Re: The Temple of Jinn [21/10/2013] V9h pg 10

Posted: Mon Oct 28, 2013 11:57 am
by Blakkrose
generalhead wrote:Great looking map, looks fun. =D>

Thank you :-)

Re: The Temple of Jinn [21/10/2013] V9h pg 10

Posted: Mon Oct 28, 2013 4:17 pm
by cairnswk
Blakkrose, congrats on doing that.
It makes the map so much clearer and the borders so much more defined, while still retaining the concept of the tile textures.
=D> =D>

Re: The Temple of Jinn [21/10/2013] V9h pg 10

Posted: Mon Oct 28, 2013 4:32 pm
by DearCyrus
cairnswk wrote:Blakkrose, congrats on doing that.
It makes the map so much clearer and the borders so much more defined, while still retaining the concept of the tile textures.
=D> =D>

+1 :)

Re: The Temple of Jinn [21/10/2013] V9h pg 10

Posted: Mon Oct 28, 2013 7:29 pm
by isaiah40
Blakkrose, please make sure you have the updated large and small posted in the first post, so GIlligan can look over the XML with those images himself!

Re: The Temple of Jinn [21/10/2013] V9h pg 10

Posted: Tue Oct 29, 2013 8:07 am
by Blakkrose
isaiah40 wrote:Blakkrose, please make sure you have the updated large and small posted in the first post, so GIlligan can look over the XML with those images himself!


Here are all the images updated.

Map Image Large version (840x400):
[bigimg]http://www.blakkrose.altervista.org/The_Temple_of_Jinn/The_Temple_of_Jinn_9j.jpg[/bigimg]

Map Image Small version (630x600):
[bigimg]http://www.blakkrose.altervista.org/The_Temple_of_Jinn/The_Temple_of_Jinn_9j_Small.jpg[/bigimg]

These are the 3 color blind tests
show


This is the version with all the neutral troops in the territories (840x800)
show


This is the 88 test - Large version (840x800)
show


This is the 88 test - Small version (630x600)
show


This is the 888 test - Large version (840x800)
show


This is the 888 test - Small version (630x600)
show

Re: The Temple of Jinn [29/10/2013] V9j pg 11

Posted: Tue Oct 29, 2013 8:46 am
by Blakkrose
Here is the updated XML file with correction for Starting Points and Gate conditional border.

I need help to define the conditional borders for Crystals territories (Water Crystal, Earth Crystal, Fire Crystal, Air Crystal and Jinn's Crystal).

Re: The Temple of Jinn [29/10/2013] V9j pg 11

Posted: Tue Oct 29, 2013 11:59 am
by Blakkrose
After an exchange of messages with Thenobodies80 here is the full version of the XML file.
Tnb suggested me to create fictitious continents (with bonus = 0) to use as a condition for conditional borders of Crystal territories.
It is probably the only possible solution as I enter different territories as a condition for the borders but I do not like it because in the game log will appear phrases like "received 0 troops for holding XXX" :(

Does anyone have suggestions for me?

Re: The Temple of Jinn [29/10/2013] V9j pg 11

Posted: Fri Nov 01, 2013 7:30 pm
by Gilligan
Blakkrose wrote:After an exchange of messages with Thenobodies80 here is the full version of the XML file.
Tnb suggested me to create fictitious continents (with bonus = 0) to use as a condition for conditional borders of Crystal territories.
It is probably the only possible solution as I enter different territories as a condition for the borders but I do not like it because in the game log will appear phrases like "received 0 troops for holding XXX" :(

Does anyone have suggestions for me?


Blakkrose,

You won't see the "received 0 troops" in the log if there's a bonus of 0! All is good there.

Anyway, I just started to browse this XML. One of my first reactions though is to rename Djinn. Is there some sort of fictitious accuracy here? The only reason I mention it is because "Djinn" and "Jinn" are pronounced the same way and might end up being confusing.

Anyway it's probably a minor point but it crossed my mind.

Re: The Temple of Jinn [29/10/2013] V9j pg 11

Posted: Sat Nov 02, 2013 3:11 am
by Blakkrose
Gilligan wrote:
Blakkrose,

You won't see the "received 0 troops" in the log if there's a bonus of 0! All is good there.

Anyway, I just started to browse this XML. One of my first reactions though is to rename Djinn. Is there some sort of fictitious accuracy here? The only reason I mention it is because "Djinn" and "Jinn" are pronounced the same way and might end up being confusing.


Anyway it's probably a minor point but it crossed my mind.

I took the names of the monsters from the Islamic texts.
Look at these links as an example:
http://en.wikipedia.org/wiki/Jinn
http://en.wikipedia.org/wiki/Marid
http://en.wikipedia.org/wiki/Genie_in_popular_culture
If I have to change a few names must find an alternative solution but I'm happy with the current situation.

Re: The Temple of Jinn [29/10/2013] V9j pg 11

Posted: Sun Nov 03, 2013 12:17 pm
by MagnusGreeol
I'd like to say Congrats Blakk-- This is the most exiting map I've seen yet, seriously freakin love it,, And can't wait to play on it, Fantastic work Blakk and everyone who pitched in, Salut- ALL!!

Re: The Temple of Jinn [29/10/2013] V9j pg 11

Posted: Sun Nov 03, 2013 1:00 pm
by Armandolas
Blakkrose, you really like glowing offuscating colours . Sorry if my eays cant easily deal with that. O:)

I like the concept and i believe that will be fun to play. Keep up the good work

Re: The Temple of Jinn [29/10/2013] V9j pg 11

Posted: Sun Nov 03, 2013 1:45 pm
by Gilligan
Blakkrose wrote:
Gilligan wrote:
Blakkrose,

You won't see the "received 0 troops" in the log if there's a bonus of 0! All is good there.

Anyway, I just started to browse this XML. One of my first reactions though is to rename Djinn. Is there some sort of fictitious accuracy here? The only reason I mention it is because "Djinn" and "Jinn" are pronounced the same way and might end up being confusing.


Anyway it's probably a minor point but it crossed my mind.

I took the names of the monsters from the Islamic texts.
Look at these links as an example:
http://en.wikipedia.org/wiki/Jinn
http://en.wikipedia.org/wiki/Marid
http://en.wikipedia.org/wiki/Genie_in_popular_culture
If I have to change a few names must find an alternative solution but I'm happy with the current situation.


That's fine Blakkrose. Just something that caught my immediate eye. I'm totally fine with leaving it how it is. We will have to see how it works in the public!

Re: The Temple of Jinn [29/10/2013] V9j pg 11

Posted: Sun Nov 03, 2013 2:01 pm
by DearCyrus
Gilligan wrote:
Blakkrose wrote:
Gilligan wrote:
Blakkrose,

You won't see the "received 0 troops" in the log if there's a bonus of 0! All is good there.

Anyway, I just started to browse this XML. One of my first reactions though is to rename Djinn. Is there some sort of fictitious accuracy here? The only reason I mention it is because "Djinn" and "Jinn" are pronounced the same way and might end up being confusing.


Anyway it's probably a minor point but it crossed my mind.

I took the names of the monsters from the Islamic texts.
Look at these links as an example:
http://en.wikipedia.org/wiki/Jinn
http://en.wikipedia.org/wiki/Marid
http://en.wikipedia.org/wiki/Genie_in_popular_culture
If I have to change a few names must find an alternative solution but I'm happy with the current situation.


That's fine Blakkrose. Just something that caught my immediate eye. I'm totally fine with leaving it how it is. We will have to see how it works in the public!

I think it will be fine... I know I have read it both ways in the past.

Re: The Temple of Jinn [29/10/2013] V9j pg 11

Posted: Wed Nov 13, 2013 7:41 am
by Blakkrose
Hey Gilligan,
are you okay?
How's the map?

Re: The Temple of Jinn [29/10/2013] V9j pg 11

Posted: Wed Nov 13, 2013 1:41 pm
by Gilligan
Hey blakkrose,

tnb asked me to hold off on any XMLs for a few days, we're currently in a bit of a backlog with new maps. we're waiting for two to go live any day now, and we have another shortly after those.

to prevent any map from being in the shadow of others when they go live, we like to do only two maps at a time. this way, no map gets forgotten because of too many maps going live at the same time. Hopefully the other maps will go live soon, and we'll be ready for this one. I hope you understand our intent!

Re: The Temple of Jinn [29/10/2013] V9j pg 11

Posted: Thu Nov 14, 2013 1:48 am
by Blakkrose
Gilligan wrote:Hey blakkrose,

tnb asked me to hold off on any XMLs for a few days, we're currently in a bit of a backlog with new maps. we're waiting for two to go live any day now, and we have another shortly after those.

to prevent any map from being in the shadow of others when they go live, we like to do only two maps at a time. this way, no map gets forgotten because of too many maps going live at the same time. Hopefully the other maps will go live soon, and we'll be ready for this one. I hope you understand our intent!

Ok, I understand.

but...

This is my first attempt to create a map, :P
everything seems to be ready for the live!!! :D

...and you put me on the waiting list? :?

What bad luck! :cry: