Search found 27 matches

by anyeos
December 18th, 2005, 2:21 pm
Forum: Ideas
Topic: idea's I think might be good additions
Replies: 10
Views: 1825

Maybe don't permit?

Maybe just don't permit to put a unit under a village if it is already occupied for a friend? Anyway it will be great if is a choice in multiplayer because sometimes I need to give a village to a friend.

Bye.
by anyeos
December 18th, 2005, 2:17 pm
Forum: Ideas
Topic: Water hidden hability
Replies: 15
Views: 2457

Water hidden hability

I have a idea, some unit from water (same as fish or something that can go under water) can have a hability that permit him be hidden in that place (same as ambush for woses).

What do you thing about that?

Bye
by anyeos
December 18th, 2005, 2:15 pm
Forum: Ideas
Topic: Mods (I'm not referring to moderators) for wesnoth
Replies: 19
Views: 2650

What are mods?

I let you know what is a mod. A mod is a modification for some close code game. That game claims you to have the original files first installed. It is not possible to make a mod for Quake if you don't have the neccesary paks from the original purchased CD. Hacking the game is possible but is claimed...
by anyeos
December 12th, 2005, 7:33 pm
Forum: Art Development
Topic: Enemy Moves Hard To See on Gray Tiles
Replies: 49
Views: 23659

Re: Sorry, but...

I haven't looked at the code patch yet, but my guess is that the slow down comes from the fact that greyed images are cached, and my guess is that the tinted ones aren't. It should be simple to fix by adding an extra field "tinted" similar to greyed for when the tinted versions are used. I see the ...
by anyeos
December 12th, 2005, 7:28 pm
Forum: Art Development
Topic: Enemy Moves Hard To See on Gray Tiles
Replies: 49
Views: 23659

I suggested some things

Sorry posting newly, but I was suggested some things. One of that was lowering the bright of the grayed areas. This appears to be good (you can see the pictures some posts above here). The other is coloring and changing the bright anyway. If you don't change the bright it result in a very bright ima...
by anyeos
December 12th, 2005, 6:19 pm
Forum: Art Development
Topic: Enemy Moves Hard To See on Gray Tiles
Replies: 49
Views: 23659

Sorry, but...

Sorry, I don't study how the cache technique works. But, I guess that the caching image just do a work only one time (for speeding up the things). What I mean? I mean what the entire already loaded map will be cached. I mean the images that conform the visual in the map. Some images are dynamic but ...
by anyeos
December 5th, 2005, 10:45 am
Forum: Art Development
Topic: Enemy Moves Hard To See on Gray Tiles
Replies: 49
Views: 23659

Yes

Yes, that is well done. Let that so. In this time I was learned some about image filtering and manipulation in code :P It was a nice experience for me. My code just only colorize an image, don't gray it first and later colorize as your code do. I prefer greying it first and later colorizing as you d...
by anyeos
December 5th, 2005, 10:22 am
Forum: Art Development
Topic: Enemy Moves Hard To See on Gray Tiles
Replies: 49
Views: 23659

About colored

Now, what about coloring? Coloring only is not the best solution as we can see. But combining colored and bright lowered seem best. This is not an modified image, it is a real screenshot. I'm testing with real code. Personally I liked the last obtained (colored with lowest bright). What do you prefe...
by anyeos
December 5th, 2005, 10:12 am
Forum: Art Development
Topic: Enemy Moves Hard To See on Gray Tiles
Replies: 49
Views: 23659

Lowering the brightness?

What about lowering the brightness?

First attachment is a decent lowered brightness in the grayed areas.
The second is a very lowest brightness for have an idea how it see (near black).
And the third still near black but not at all.

The selected character is always the ancient mage.
by anyeos
December 5th, 2005, 7:01 am
Forum: Art Development
Topic: Enemy Moves Hard To See on Gray Tiles
Replies: 49
Views: 23659

Yes, you have reason.

Yes, I'm in accordance what not only the tile castle is the affected terrain and in that situation don't must modify ALL terrain. In that way is more easy modify the code. Sorry I was some mind closed. I mistake in the last solution. That not was the solution for all, that only solved some about cas...
by anyeos
December 5th, 2005, 6:46 am
Forum: Developers’ Discussions
Topic: Modified Version Of Wesnoth 1.0 made by me
Replies: 17
Views: 8151

I have a proposal

Can be included the two options.

Maybe interesting just have the choice of selecting one of that options :P
by anyeos
December 5th, 2005, 6:39 am
Forum: Developers’ Discussions
Topic: Modified Version Of Wesnoth 1.0 made by me
Replies: 17
Views: 8151

Yes, you have reason but...

Yes, of course, sorry about that. I don't want to subestimate the developers, really they just do it so because they just don't get bored and they like that. But I ask the people, friends, and some people who said that the game is "very luck based". That always bring bad the strategic player. Not on...
by anyeos
December 4th, 2005, 12:22 pm
Forum: Art Development
Topic: Enemy Moves Hard To See on Gray Tiles
Replies: 49
Views: 23659

What is the problem?

You are art developer, you can do that in a best way than me. I think: what is the problem? If you make your art in a not suitable form for the player, that is not good for the player. Do you play the game? If you just plan to make very bad castles? Must the coders modify the source for just change ...
by anyeos
December 4th, 2005, 11:54 am
Forum: Art Development
Topic: Enemy Moves Hard To See on Gray Tiles
Replies: 49
Views: 23659

The castle tile what I was used

And here the castle tile.

PD: I posted it separated because the forum system don't let me attach more files in the last post.
by anyeos
December 4th, 2005, 11:52 am
Forum: Art Development
Topic: Enemy Moves Hard To See on Gray Tiles
Replies: 49
Views: 23659

Done

I was done that and is acceptable, see the pictures:
1 - In day
2 - In dusk
3 - In night