Search found 7091 matches

by Jetrel
July 4th, 2014, 11:42 pm
Forum: Art Contributions
Topic: New animations
Replies: 1490
Views: 469946

Re: New animations

Man that looks nice. :D Way to go!
by Jetrel
July 4th, 2014, 11:16 pm
Forum: Art Contributions
Topic: New poacher art?
Replies: 34
Views: 16716

Re: New poacher art?

Sylar wrote:I believe that my 1st lvl unit is the best to replace it with the mainline and then make other levels basing on him, but maybe it should...
Yeah, I think you should avoid designing the other levels too strongly around the first one - they need to look more different than you've shown thus far.
by Jetrel
July 2nd, 2014, 2:07 pm
Forum: Art Contributions
Topic: New poacher art?
Replies: 34
Views: 16716

Re: New poacher art?

They need to have a fairly dramatic difference in the appearance of the levels; as the in-game ones do. (This has been a fairly common mistake I've made earlier in my days here, where I've come up with a new sprite, and tried to 'rush things' for the other levels by doing some quick-and-dirty edits)...
by Jetrel
May 2nd, 2014, 2:16 am
Forum: Art Contributions
Topic: New animations
Replies: 1490
Views: 469946

Re: New animations

I've attached a edit of your latest work - thanks for taking this on. :) The rationale to the edit is - I tweaked the arms so they're more obviously arched forward. I also leaned the torso forward slightly (virtually all humans hunch forward much more than we assume in our idealized anatomical under...
by Jetrel
December 22nd, 2013, 9:25 am
Forum: Art Contributions
Topic: Items
Replies: 135
Views: 47607

Re: Items

I feel like the new cloak is a big improvement, but the barrel is a significant regression over the current one. The current barrel perhaps could have its gamma adjusted, but is otherwise in no need of edits.
by Jetrel
December 22nd, 2013, 9:19 am
Forum: Art Contributions
Topic: New animations
Replies: 1490
Views: 469946

Re: New animations

Major wrote:Healing is well on its way, wooooo!
For the javelin throwing animation, should I copy the motion SleepWalker created for the saurians?
ambusher-se-throw.gif
Please do. A strongly exaggerated motion like that is ideal.
by Jetrel
November 30th, 2013, 5:09 am
Forum: Users’ Forum
Topic: Where does this evolution of sprites lead?
Replies: 56
Views: 12319

Re: Where does this evolution of sprites lead?

Ultimately, it's not like you can just order volunteers around to do what you want them to do. If a volunteer is stuck between not contributing at all or having to devote an order of magnitude more time to fully animate a sprite, chances are they'll end up going with the first one, and then we woul...
by Jetrel
November 27th, 2013, 10:17 am
Forum: Users’ Forum
Topic: Where does this evolution of sprites lead?
Replies: 56
Views: 12319

Re: Where does this evolution of sprites lead?

Dugi, you've responded with a bunch of unsubstantiated opinions dressed up as facts, as well as some actual facts that aren't correct (the number of unanimated units has systematically been reduced over time, the only recent exceptions being the horsemen, and the dragon). You don't know what you're ...
by Jetrel
November 27th, 2013, 9:36 am
Forum: Users’ Forum
Topic: Will be Wesnoth forever 2D-only?
Replies: 47
Views: 13963

Re: Will be Wesnoth forever 2D-only?

"Battle for Wesnoth", the game you're currently playing, won't ever be fundamentally altered from its current hex-grid 2d system. Even if it was, someone would fork the current 2d iteration back into existence. People like it, and for a long a timeframe as any project of significance would...
by Jetrel
November 26th, 2013, 12:58 am
Forum: Users’ Forum
Topic: Where does this evolution of sprites lead?
Replies: 56
Views: 12319

Re: Where does this evolution of sprites lead?

The problem is that we absolutely disagree with you - there's no value in adding poor, 1-2 frame "wiggle" animations to units. We feel that it looks significantly worse - that rather than looking like an obvious "work in progress", that it looks like an intentional, but poorly-d...
by Jetrel
October 18th, 2013, 10:48 pm
Forum: Art Contributions
Topic: Polishing up unit animation WML (timings/halos/etc.)
Replies: 21
Views: 8591

Re: Polishing up unit animation WML (timings/halos/etc.)

Works for me. Commit whenever you want.
by Jetrel
October 14th, 2013, 4:47 am
Forum: Art Contributions
Topic: New animations
Replies: 1490
Views: 469946

Re: New animations

Overall, these are quite nice - if you can post PNGs of them as you go, we'd love to get them in.
by Jetrel
June 10th, 2013, 6:33 am
Forum: Art Development
Topic: Cavalry Base Sprites
Replies: 22
Views: 20934

Re: Cavalry Base Sprites

I've committed base sprites for all the cavalry - elf scout line, human horseman and cavalryman lines. They're still open to further tweaks, but we needed to get the ball rolling. I'm definitely thinking of porting some of the smoothness of the new foreleg rendering back to the other horses (I don't...
by Jetrel
June 9th, 2013, 10:14 pm
Forum: Art Contributions
Topic: Monsters!
Replies: 132
Views: 70106

Re: Monsters!

Having multiple versions at different levels would be awesome. We'll take whatever we can get, though.

The skeletal dragon, btw, has been committed.
by Jetrel
May 26th, 2013, 7:09 am
Forum: Art Contributions
Topic: LordBob's commissionned work
Replies: 683
Views: 190692

Re: LordBob's commissionned work

All of Delfador's portraits, as well as Moremirmu and the base portrait for Asheviere, have been committed.