Search found 2373 matches

by Eleazar
November 4th, 2010, 11:01 pm
Forum: Ideas
Topic: [art] New "water flow" graphics.
Replies: 12
Views: 4149

Re: [art] New "water flow" graphics.

A particle engine however, would be generally useful for things like attacks and hits, magic and otherwise.
by Eleazar
November 3rd, 2010, 8:38 pm
Forum: Art Development
Topic: Portrait size
Replies: 7
Views: 7541

Re: Portrait size

Currently some things like portraits, units, and hexes IIRC are shrunk to half-size (measured in pixels) on displays with small resolutions.
by Eleazar
November 3rd, 2010, 2:36 am
Forum: Art Development
Topic: GUI Overhaul (the Visual Side)
Replies: 2
Views: 6990

GUI Overhaul (the Visual Side)

* Skeleton Crew has been plugging away working on the guts of the GUI-- so it is now easier to change things. * I've also gotten my first mobile touch device, love it, and think much of Wesnoth's future lies in tablets and other portable devices-- since they will become a bigger part of the computer...
by Eleazar
November 3rd, 2010, 12:02 am
Forum: Art Development
Topic: Portrait size
Replies: 7
Views: 7541

Re: portrait size

When i was around the discussion of 500+ pixels was with the idea that anything above 500 pixels should be expendable, i.e. could be cut off by the menu bar at smaller resolutions. Woses being a good example, because it looks weird to cut their branches off abruptly in the middle of the screen, but ...
by Eleazar
November 1st, 2010, 2:57 pm
Forum: Art Contributions
Topic: My Terrain (Mine!)
Replies: 847
Views: 239267

Re: Terrain

A single row of stones has an obvious use as a boundary or border. I.E. "Don't cross over to the troll's side of the forest, or they will attack!"

Both a single and double row would be welcome.
by Eleazar
October 31st, 2010, 2:58 pm
Forum: Art Contributions
Topic: My Terrain (Mine!)
Replies: 847
Views: 239267

Re: Terrain

Looks good Doofus.
For now i'll commit them just as a "ruined" village variant. Anyone who wants to experiment with village-image-swapping WML will have images all ready to work with.
by Eleazar
October 31st, 2010, 2:47 pm
Forum: Game Development
Topic: Why Pixel Art?
Replies: 26
Views: 7232

Re: Why Pixel Art?

The intention of this thread was to be a brainstorm, not an argument. Brainstorming does not work unless the ideas presented can be provided without contest. In the future, when you have specific intentions for what type of discussion a thread should have, please try to state them clearly from the ...
by Eleazar
October 29th, 2010, 4:58 pm
Forum: Art Contributions
Topic: My Terrain (Mine!)
Replies: 847
Views: 239267

Re: Terrain

Some things were bothering me about the desert villages, I think I've fixed them. I'm not sure if it is enough of a change to warrant an update, but in case it is: It is trivial to commit updated images when all i need to do is copy them over files of the same name. I.E. much, much easier than wiri...
by Eleazar
October 29th, 2010, 3:43 am
Forum: Strategies & Tips
Topic: HttT Bay of Pearls-- a better way to win?
Replies: 9
Views: 2559

Re: HttT Bay of Pearls-- a better way to win?

I tend to go by land and sea in about equal strength. Send 4 or 5 merfolk after the trident, the rest to capture as many water villages as possible and then just hold out waiting for the trident. On the land side, go carefully cautiously, with plenty of healers. When the two groups of merfolk unite ...
by Eleazar
October 28th, 2010, 11:41 pm
Forum: Art Development
Topic: Eleazar's Terrain Improvements
Replies: 264
Views: 105530

Re: Eleazar's Terrain Improvements

The issue with waves on sand is that they will not especially make sense in many situations, especially if they are nice ocean-type waves. At this point, rather than gimp the waves to make them really small, i think the solution is to create another set of identical-looking sand terrains. The differ...
by Eleazar
October 28th, 2010, 4:33 pm
Forum: Ideas
Topic: [art] New "water flow" graphics.
Replies: 12
Views: 4149

Re: [game] New "water flow" graphics.

I am not an artist but I assume that it is possible to make a graphic that's intensity depends on the velocity. You could for example have a base colour (faster water is usually deeper and hence darker) with streaks on top (length depending on speed of water) then particles on top (dead leaves, bub...
by Eleazar
October 28th, 2010, 4:14 pm
Forum: Game Development
Topic: Why Pixel Art?
Replies: 26
Views: 7232

Re: Why Pixel Art?

On the other hand with NPA you don't have to plan your palette at all. And it's also trivial to "quickly shift it to, say, more of a purple". Mm, but you can't shift different parts of the palette easily to different values. In PPA, if you see your palette is too much of one colour, it's ...
by Eleazar
October 27th, 2010, 6:33 pm
Forum: Game Development
Topic: Why Pixel Art?
Replies: 26
Views: 7232

Re: Why Pixel Art?

These two points are contrary to my experience. 2] Work Speed Working in pure pixel art, when you've embraced the method, allows you to work faster, and in certain types of task, work MUCH, MUCH faster. Most notably, it lets you play around with interesting color ramps, rather than straight monochro...
by Eleazar
October 26th, 2010, 1:00 am
Forum: Art Development
Topic: Eleazar's Terrain Improvements
Replies: 264
Views: 105530

Re: Eleazar's Terrain Improvements

Refined the reef a bit and reactivated variants.

This terrain would still benefit if someone redid it carefully from scratch.
by Eleazar
October 25th, 2010, 6:26 pm
Forum: Art Contributions
Topic: My Terrain (Mine!)
Replies: 847
Views: 239267

Re: Terrain

doofus-01 wrote:I fixed a few small things in the orcish castles. If anyone with the power thinks it is worth updating, here it is. 1.9.1 version is on the left, new version on the right.
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