Search found 2373 matches
- November 4th, 2010, 11:01 pm
- Forum: Ideas
- Topic: [art] New "water flow" graphics.
- Replies: 12
- Views: 5555
Re: [art] New "water flow" graphics.
A particle engine however, would be generally useful for things like attacks and hits, magic and otherwise.
- November 3rd, 2010, 8:38 pm
- Forum: Art Development
- Topic: Portrait size
- Replies: 7
- Views: 26691
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.
- November 3rd, 2010, 2:36 am
- Forum: Art Development
- Topic: GUI Overhaul (the Visual Side)
- Replies: 2
- Views: 21738
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...
- November 3rd, 2010, 12:02 am
- Forum: Art Development
- Topic: Portrait size
- Replies: 7
- Views: 26691
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 ...
- November 1st, 2010, 2:57 pm
- Forum: Art Contributions
- Topic: My Terrain (Mine!)
- Replies: 856
- Views: 337951
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.
Both a single and double row would be welcome.
- October 31st, 2010, 2:58 pm
- Forum: Art Contributions
- Topic: My Terrain (Mine!)
- Replies: 856
- Views: 337951
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.
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.
- October 31st, 2010, 2:47 pm
- Forum: Game Development
- Topic: Why Pixel Art?
- Replies: 26
- Views: 9787
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 ...
- October 29th, 2010, 4:58 pm
- Forum: Art Contributions
- Topic: My Terrain (Mine!)
- Replies: 856
- Views: 337951
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...
- October 29th, 2010, 3:43 am
- Forum: Strategies & Tips
- Topic: HttT Bay of Pearls-- a better way to win?
- Replies: 9
- Views: 3403
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 ...
- October 28th, 2010, 11:41 pm
- Forum: Art Development
- Topic: Eleazar's Terrain Improvements
- Replies: 264
- Views: 221705
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...
- October 28th, 2010, 4:33 pm
- Forum: Ideas
- Topic: [art] New "water flow" graphics.
- Replies: 12
- Views: 5555
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...
- October 28th, 2010, 4:14 pm
- Forum: Game Development
- Topic: Why Pixel Art?
- Replies: 26
- Views: 9787
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 ...
- October 27th, 2010, 6:33 pm
- Forum: Game Development
- Topic: Why Pixel Art?
- Replies: 26
- Views: 9787
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...
- October 26th, 2010, 1:00 am
- Forum: Art Development
- Topic: Eleazar's Terrain Improvements
- Replies: 264
- Views: 221705
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.
This terrain would still benefit if someone redid it carefully from scratch.
- October 25th, 2010, 6:26 pm
- Forum: Art Contributions
- Topic: My Terrain (Mine!)
- Replies: 856
- Views: 337951
Re: Terrain
Commiteddoofus-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.