Search found 1597 matches

by godOfKings
Wed Dec 12, 2018 6:26 pm
Forum: Gameplay & UI
Topic: Attack/fight/move animation ideas
Replies: 10
Views: 86

Re: Attack/fight/move animation ideas

The only solution I can think of is animated dust, it will made of both dark and transparent pixels so sometimes legs will b visible and sometimes not, also it will have to give the impression of moving backwards to the direction unit is moving
by godOfKings
Wed Dec 12, 2018 5:13 pm
Forum: Gameplay & UI
Topic: Attack/fight/move animation ideas
Replies: 10
Views: 86

Re: Attack/fight/move animation ideas

I like attack animation, I imagined something like this, and the animation will b visible at the moment of attacking when player hears the sword clashing sound. But moving animation I m not sure, there r just not enough soldiers in image to represent such dense cloud, looks like goku riding his floa...
by godOfKings
Wed Dec 12, 2018 2:00 pm
Forum: Modders lounge
Topic: How to get started
Replies: 6
Views: 246

Re: How to get started

now u r talking :D

need any help, just ask (but i m weak in effect/ability and sprite definitions though)
by godOfKings
Wed Dec 12, 2018 7:39 am
Forum: OFF Topics
Topic: Member Activity
Replies: 50
Views: 2811

Re: Member Activity

i will probably b inactive for the next 2 weeks as i m visiting my relatives and there is probably no wifi there :(
by godOfKings
Wed Dec 12, 2018 7:36 am
Forum: Unit - mounted
Topic: New Unit Suggestion: Yan Lifida
Replies: 5
Views: 55

Re: New Unit Suggestion: Yan Lifida

nice images, and u r pretty talented :) welcome to the AOS forums :)

stats for 4 turn cost looks great too, for image, the man's lower body can b shorter and the horse's cloth can b raised up so its two legs are more visible than just a hoof
by godOfKings
Sat Dec 08, 2018 11:35 am
Forum: Neutrals (animals, buildings etc)
Topic: new images required
Replies: 28
Views: 3867

Re: new images required

good but can u also blend water fall with cliff tile? it will look better may b u can show water fall in front of one of the caves, like how in some movies and cartoons there is a secret cave behind a water fall :D EDIT: i will try to cut a chunk of the cliff where water fall will blend best in game...
by godOfKings
Fri Dec 07, 2018 10:11 am
Forum: New variant ideas
Topic: Age Of Rise
Replies: 32
Views: 587

Re: Age Of Rise

wow :o talk about a savage signature :shock: even copy righted :lol:

at least star wars have some chance i hope :D
by godOfKings
Fri Dec 07, 2018 5:34 am
Forum: Techs
Topic: Towers/Fortresses ACCEPTED
Replies: 20
Views: 3503

Re: Towers/Fortresses ACCEPTED

i will b doing it
by godOfKings
Thu Dec 06, 2018 3:48 pm
Forum: Unit - infantry
Topic: onmyoji - ACCEPTED
Replies: 12
Views: 642

Re: onmyoji - ACCEPTED

@Stratego (dev) since cool guy already accepted it can I make a json for it?

Updated images
by godOfKings
Thu Dec 06, 2018 10:51 am
Forum: Techs
Topic: Volgier to Svardestav IMPLEMENTED
Replies: 25
Views: 159

Re: Volgier to Svardestav IMPLEMENTED

Stratego (dev) Change name of unit as svardstavier since svardstav is name of weapon not the soldier using it. Tech: To svardstavier Upgrades voulgier to svardstavier Description: Svardstav or swordstaff is a Scandinavian pole arm used in the middle ages. Svardstav can be used for both slashing and...
by godOfKings
Wed Dec 05, 2018 10:45 pm
Forum: Techs
Topic: Volgier to Svardestav IMPLEMENTED
Replies: 25
Views: 159

Re: Volgier to Svardestav IMPLEMENTED

https://en.m.wikipedia.org/wiki/Swordstaff Its basically name of weapon in Scandinavian probably, may b we can change name of unit to svardstavier or something to keep it in line with halberdier For tech icon, an enlarged image of the blade part of this weapon with a handle that extends to the edge ...
by godOfKings
Wed Dec 05, 2018 8:39 am
Forum: Techs
Topic: Towers/Fortresses ACCEPTED
Replies: 20
Views: 3503

Re: Towers/Fortresses ACCEPTED

I hope these r less 'flat'
by godOfKings
Wed Dec 05, 2018 5:16 am
Forum: FAQ
Topic: Cheating in Multiplayer?
Replies: 9
Views: 276

Re: Cheating in Multiplayer?

does the stackibility disappear wen u remove the unit with the aura?
by godOfKings
Tue Dec 04, 2018 4:19 pm
Forum: FAQ
Topic: Cheating in Multiplayer?
Replies: 9
Views: 276

Re: Cheating in Multiplayer?

Yes, it was a bug a long time ago, it should b fixed by now

@Stratego (dev) ?

Which player r u playing against?
by godOfKings
Sun Dec 02, 2018 6:12 pm
Forum: Planetary
Topic: Underground fortress WAITING IMAGE
Replies: 5
Views: 57

Re: Underground fortress WAITING IMAGE

ya same thing, different race getting different WMDs, red alerts was just a reference, there was also an aura in red alerts that made all allied units in a certain area completely invulnerable from all damage for some times, while they could still atk their enemies, could b a force field, or a space...
by godOfKings
Sun Dec 02, 2018 2:48 pm
Forum: Planetary
Topic: Underground fortress WAITING IMAGE
Replies: 5
Views: 57

Re: Underground fortress WAITING IMAGE

depends on how far is range and who constructs fortress at wat rate and everything, r u planning to make wmd similar to red alerts? with grey getting mind control from yuri's revenge :lol:
by godOfKings
Sun Dec 02, 2018 6:58 am
Forum: Gameplay & UI
Topic: Attack/fight/move animation ideas
Replies: 10
Views: 86

Re: Attack/fight animation ideas

How about using the throwing blade idea I made for mameluke but removing the hilt and showing it as more tilted on one side? It would seem like one unit is striking with sword that way, But I think showing sprite will need a new mechanism for melee, first melee unit moves to enemy unit tile to atk l...
by godOfKings
Sat Dec 01, 2018 4:12 pm
Forum: New variant ideas
Topic: Age Of Rise
Replies: 32
Views: 587

Re: Age Of Rise

More like current race in aof will have added, floating cities with arcane magic, muskets, steam trains, dwarves will have air ships that throw bombs with power to destroy cities, orcs will b more intelligent but still physically stronger, goblins can make wooden carts powered by steam engine and mo...
by godOfKings
Sat Dec 01, 2018 12:10 pm
Forum: Dev asks for Help
Topic: Multiplayer templates
Replies: 10
Views: 671

Re: Multiplayer templates

Exactly y I made the castle fight map :D, without wagons it is so tough map :D
by godOfKings
Sat Dec 01, 2018 12:04 pm
Forum: OFF Topics
Topic: 1000 MEMBERS!!!!!!
Replies: 11
Views: 408

Re: 1000 MEMBERS!!!!!!

PopulaRITY explosion :)
by godOfKings
Fri Nov 30, 2018 7:44 pm
Forum: Infantry
Topic: Saper
Replies: 19
Views: 1010

Re: Saper

BTW if unit gets 0 movement for 3 turns while staying dug-in, wouldn't that mean units with miss chance gets 100% accuracy to hit it? (Acc.penalty*0=0)
by godOfKings
Fri Nov 30, 2018 11:13 am
Forum: Techs
Topic: Volgier to Svardestav IMPLEMENTED
Replies: 25
Views: 159

Re: Volgier to Svardestav

not one i pick '2' :lol: :lol:
by godOfKings
Fri Nov 30, 2018 10:08 am
Forum: Unit - infantry
Topic: Viking Berserker - IMPLEMENTED
Replies: 109
Views: 10930

Re: Viking Berserker - IMPLEMENTED

go to google play in android, search PIXLY, it should b a blue cross like joy-stick buttons, and if u become good enough with pixel art, u can download gimp2 in computer to do professional art
by godOfKings
Fri Nov 30, 2018 10:06 am
Forum: Dwarf
Topic: Golem pack
Replies: 37
Views: 1052

Re: Golem pack

Tankhead wrote:
Fri Nov 30, 2018 3:59 am
Lol who said you need a fleshy weak spot to have armor?
Armored golems are usually common just like the ones without it.

Difference is armored Golems are practically super tanks and and is hard to take down.
read properly, i said SHIELD not ARMOR
by godOfKings
Fri Nov 30, 2018 3:52 am
Forum: Dwarf
Topic: Golem pack
Replies: 37
Views: 1052

Re: Golem pack

A pure metal armor with magic rune inside to walk doesn't really need a shield as there is no soft fleshy weak spot to protect from arrows
by godOfKings
Thu Nov 29, 2018 7:56 pm
Forum: Dwarf
Topic: Dwarven walls IMPLEMENTED
Replies: 136
Views: 3459

Re: Dwarven walls IMPLEMENTED

Since stratego said we need @Alexander82's supervision and I don't know his email address so I will just post fixed dwarf wall json here, in case someone with json knowledge wants to recheck (and if @Savra wants to learn about auto tile and other jsons).
by godOfKings
Thu Nov 29, 2018 6:59 am
Forum: Dwarf
Topic: Dearborn mine
Replies: 35
Views: 2192

Re: Dearborn mine

I was thinking empty mine would b like a neutral decoration piece with 9999 HP and armor, basically it will permanently block the chance for u to build tunnels/new mines on it later on, but flying units can still fly over it

also don't forget to mention mine can only b built at mountain terrains
by godOfKings
Thu Nov 29, 2018 5:41 am
Forum: Dev asks for Help
Topic: Multiplayer templates
Replies: 10
Views: 671

Re: Multiplayer templates

And even worse is the fact that tc far from starting position spawns randomly, and sometimes all the far away tc spawns close to joined player.... Not only he captures tc b4 host player but he can also guard it with a pikeman by the time host scout reaches tc...
by godOfKings
Thu Nov 29, 2018 5:32 am
Forum: Dwarf
Topic: Dwarven walls IMPLEMENTED
Replies: 136
Views: 3459

Re: Dwarven walls IMPLEMENTED

Sorry, I automatically place the numbers in the RIGHT section I guess I misunderstood, anyways it was my fault for making the mistake and I sent the fixed version, but stratego isn't responding to any email so I don't know how long till he implements it (I thought I gave correct stats for armor but...

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