Search found 69 matches

by Kvinkunx
February 25th, 2011, 5:02 pm
Forum: Art Workshop
Topic: Travelling Tradesmen sprites
Replies: 30
Views: 6955

Re: Travelling Tradesmen sprites

More sprites. This time, mounted variants. http://www.volny.cz/kvinkunx/wesnoth/wes_web/riding_tradesman.png http://www.volny.cz/kvinkunx/wesnoth/wes_web/riding_tradeswoman.png http://www.volny.cz/kvinkunx/wesnoth/wes_web/riding_transactor.png http://www.volny.cz/kvinkunx/wesnoth/wes_web/riding_tran...
by Kvinkunx
February 17th, 2011, 12:07 pm
Forum: Multiplayer Development
Topic: Travelling Tradesmen - a trading scenario with advanced AI
Replies: 44
Views: 4396

Re: Travelling Tradesmen - a trading scenario with advanced

I gotta speed up development then, looking forward to a session! :lol2:
by Kvinkunx
February 17th, 2011, 11:12 am
Forum: Multiplayer Development
Topic: Travelling Tradesmen - a trading scenario with advanced AI
Replies: 44
Views: 4396

Re: Travelling Tradesmen - a trading scenario with advanced

However, if I could plan ahead and think "this rich player is in the city, in two turns he will probably be quite far away from it, so it will hurt him then", I'd do it. The logic you present is based on a specific situation when you are at a Thieves' Den and another player is in the city. You don'...
by Kvinkunx
February 16th, 2011, 4:58 pm
Forum: Multiplayer Development
Topic: Travelling Tradesmen - a trading scenario with advanced AI
Replies: 44
Views: 4396

Re: Travelling Tradesmen - a trading scenario with advanced

I would also like to offer players a reason to pick specific traits. Not sure what it should be based on yet.
Might be fun to give one trait randomly chosen and then let the player choose the rest that fits well with it according to his/her taste?
by Kvinkunx
February 16th, 2011, 4:49 pm
Forum: Multiplayer Development
Topic: Travelling Tradesmen - a trading scenario with advanced AI
Replies: 44
Views: 4396

Re: Travelling Tradesmen - a trading scenario with advanced

Am I wrong or do we both see the weapon shop in the city fine as it is? :) I agree with you that there are situations when the shop is handy. If it wasn't, there wouldn't be a reason to put it there. OTOH I don't think it is exploitable repeatedly on purpose. Delayed attacks lack any good reason in ...
by Kvinkunx
February 15th, 2011, 12:23 am
Forum: Multiplayer Development
Topic: Travelling Tradesmen - a trading scenario with advanced AI
Replies: 44
Views: 4396

Re: Travelling Tradesmen - a trading scenario with advanced

@ Tet Yes, bodyguards will be available for hire at the Town Hall (free of charge for the Sheriff) and Thieves' Dens (free of charge for the Don). Bodyguards will be limited to one per trader, I don't want to turn this into a full-scale battle. @ Zaroth Hey there, thanks for the detailed input! :win...
by Kvinkunx
February 14th, 2011, 12:59 pm
Forum: Art Workshop
Topic: Travelling Tradesmen sprites
Replies: 30
Views: 6955

Re: Travelling Tradesmen sprites

@ homunculus Tried the abacus without perspective already and the result wasn't really satisfying either. Too much detail required to put in so few pixels, sadly. Scales is it then. Some people don't like dogs, though in this case they probably won't fear the ultimate couch doggie. They would be all...
by Kvinkunx
February 10th, 2011, 11:04 am
Forum: Art Workshop
Topic: Travelling Tradesmen sprites
Replies: 30
Views: 6955

Re: Travelling Tradesmen sprites

@ Rigor this is a yorkshire terrier with a red ribbon on his head binding the hair together Yay! I'm moved... ^_^ My ambition was to depict exactly that - a yorkshire or a maltese with a red ribbon on top of its head! @StDrake Perhaps like this? That should make it less confusing - a simple "ladybir...
by Kvinkunx
February 9th, 2011, 2:58 pm
Forum: Art Workshop
Topic: Travelling Tradesmen sprites
Replies: 30
Views: 6955

Re: Travelling Tradesmen sprites

Thanks for hints! :wink: Awoken from a winter slumber, I continue the development at full speed. :doh: So far L1 and L3 women stay the same unless a need for further changes arises. Instead of simplifying L1's I have tried several variants for L2 accessories. If you find the dog natural AND can tell...
by Kvinkunx
December 8th, 2010, 8:31 pm
Forum: Art Workshop
Topic: Travelling Tradesmen sprites
Replies: 30
Views: 6955

Re: Travelling Tradesmen sprites

My thanks, guys! :wink: what do u think about changing the style of your sprites a little to this age If it would improve the looks of a sprite and not just change it to something different, yet equally good-looking, then yes, please, provide me with a pic and describe what do you have in mind. but ...
by Kvinkunx
December 5th, 2010, 9:22 pm
Forum: Art Workshop
Topic: Travelling Tradesmen sprites
Replies: 30
Views: 6955

Re: Travelling Tradesmen sprites

are you calling it 'tradesmen' because 'traveling salesman' would confuse people who google for the traveling salesman math problem?
Nope, the reason is that I wanted something starting with "T". "Let's go play 'TT'." Also salesman sounds too contemporary to me. ;)
by Kvinkunx
December 5th, 2010, 8:38 pm
Forum: Art Workshop
Topic: Travelling Tradesmen sprites
Replies: 30
Views: 6955

Re: Travelling Tradesmen sprites

Thank you guys! :) Gave a thought to your ideas and made a bunch of changes: http://www.volny.cz/kvinkunx/wesnoth/wes_web/walking_tradesman.png -> http://www.volny.cz/kvinkunx/wesnoth/wes_web/walking_tradesman_new.png http://www.volny.cz/kvinkunx/wesnoth/wes_web/walking_tradeswoman.png -> http://www...
by Kvinkunx
November 29th, 2010, 5:07 pm
Forum: Art Workshop
Topic: Travelling Tradesmen sprites
Replies: 30
Views: 6955

Travelling Tradesmen sprites

Hello guys and gals, I work on the Travelling Tradesmen mod for some time already and recently I have finished all the basic sprites for both genders. It is my first serious sprite work ever so I will sure be happy for comments & hints. Bad pose of characters is intentional, since these people spend...
by Kvinkunx
September 30th, 2010, 3:20 pm
Forum: Multiplayer Development
Topic: DW Creepfest
Replies: 14
Views: 1824

Re: DW Creepfest

1.1.2 is out. Basically just some overlooked bugs that emerged after transition to 1.8.x

* Fixed missing spider icon in shop
* Fixed several obsolete colouring syntaxes of labels in shop
by Kvinkunx
September 21st, 2010, 10:30 pm
Forum: Multiplayer Development
Topic: Zombie Apocalypse RPG 1.6
Replies: 228
Views: 46504

Re: Zombie Apocalypse RPG(Beta Testing)

I second this proposal of Mabuse, including the pitchfork. Gave it another shot today with pals and it still felt unsatisfying even if we went for the medkit at the beginning. It feels rather empty. I think the general audience would want at least some decent weapons shortly after the beginning and ...