Search found 148 matches
- April 13th, 2006, 6:33 pm
- Forum: Ideas
- Topic: Units with different sprites for different terrains.
- Replies: 23
- Views: 4177
- April 8th, 2006, 2:48 pm
- Forum: Ideas
- Topic: Discussion on LKML
- Replies: 7
- Views: 1822
(Personally I'm not that fond of every program having its own environment variables set, if it can be avoided -- I prefer things to be specified on the program's command line). Agreed. What the people on LKLM were missing when they suggested environment variables is that Wesnoth is not *nix-only. S...
- April 8th, 2006, 2:36 pm
- Forum: Ideas
- Topic: Units with different sprites for different terrains.
- Replies: 23
- Views: 4177
- April 6th, 2006, 5:56 am
- Forum: Art Contributions
- Topic: Malevolent Castle
- Replies: 42
- Views: 11896
latest version
Here's my first attempt at a rotated tower for the side. Aside from the fact that the bricks obviously aren't the same as on the other tower and the walls, there is I think something additional wrong with this tower, but I can't put my finger on it. (I don't mean the missing top crenelations; variou...
- April 3rd, 2006, 12:41 pm
- Forum: Art Contributions
- Topic: Malevolent Castle
- Replies: 42
- Views: 11896
The problem with the side towers is... You need to rotate them 60 degrees. JW said something about this as well, and I've now added it to the TODO list, above, as well as flooring. Meanwhile, I've started work on moss, and I think moss is going to be very doable, much more representable than ivy in...
- April 3rd, 2006, 1:45 am
- Forum: Art Contributions
- Topic: New attack buttons - scratchpad
- Replies: 1181
- Views: 298504
ink attack icon
the thing with ink is that real inky is black. Generally even the inkiest of inks is technically blue (unless it's deliberately made another color, such as red or green, but that's not the kind of ink we're talking about). Natural ink is admittedly such a *dark* blue that yes, when in concentrated ...
- April 2nd, 2006, 1:10 am
- Forum: Ideas
- Topic: RFC: terrain/map expansion/overhaul
- Replies: 7
- Views: 1846
- April 1st, 2006, 3:30 pm
- Forum: Ideas
- Topic: RFC: terrain/map expansion/overhaul
- Replies: 7
- Views: 1846
Using 2 2D arrays would basicly make the maps only creatable with the map editor. We wish to keep it easy to make maps with any text editor. This proposal was deliberately designed to allow maps to be edited with any text editor (well, any text editor that uses a fixed-width font). As noted, things...
- March 31st, 2006, 3:36 pm
- Forum: Ideas
- Topic: RFC: terrain/map expansion/overhaul
- Replies: 7
- Views: 1846
RFC: terrain/map expansion/overhaul
The game is running out of printable ASCII characters for representing terrains on maps. It is desirable to stick with printable ASCII characters, but it is desirable to have only one character per terrain, and it is desirable to keep things simple -- yet, there is a desire for more variety of terra...
- March 31st, 2006, 2:49 pm
- Forum: Art Contributions
- Topic: Malevolent Castle
- Replies: 42
- Views: 11896
finally got back to this...
Sorry for the delay. I inadvertently allowed real life to interfere with Wesnoth. Shame on me. Anyway, here's a quick shot with a shorter front wall, and a couple of the towers flipped horizontally. You can see the rear and side walls at the old height for comparison. I'm thinking the spikes on top ...
- March 18th, 2006, 12:33 am
- Forum: Users’ Forum
- Topic: Wesnoth "Commercial"
- Replies: 89
- Views: 20646
I am almost certain I can make movies in .avi or.mpeg These are, for video (edit: assuming you need sound, not just animation), the two most widely supported formats, I think. MPEG is somewhat more widely supported than .avi, but both will in general work on most platforms, and neither is really tr...
- March 13th, 2006, 3:30 am
- Forum: Users’ Forum
- Topic: Battle For Wesnoth Game Saves Share
- Replies: 3
- Views: 1044
- March 13th, 2006, 3:08 am
- Forum: Users’ Forum
- Topic: Wesnoth "Commercial"
- Replies: 89
- Views: 20646
You could use the realplayer format. What possible reason could there be for choosing a proprietary format that's a royal pain to work with and only works with one company's proprietary software, which is not widely deployed, is nagware of the worst kind, has serious performance issues, and additio...
- March 11th, 2006, 5:05 am
- Forum: Art Contributions
- Topic: Tcolours and recruiting
- Replies: 9
- Views: 2081
It seems to me we need to either create a tcolored-for-side-1 version of each unit, so we can use them in places like this, or (preferrable) find some way to make every image in the game displayed as if magenta is the team color, except in-game when the unit file says otherwise. Bear in mind, team-...
- March 10th, 2006, 3:46 pm
- Forum: Art Contributions
- Topic: Malevolent Castle
- Replies: 42
- Views: 11896
take 4
I've gone ahead and sketched up stone walls, with the pikes coming out of the top. I think this basically looks okay, although I'm not sure whether the height of the wall is right, and I'm not sure about the spacing of the pikes, nor am I certain I've drawn the pikes correctly. For a concept sketch,...