Search found 2044 matches

by Boucman
January 26th, 2013, 4:44 pm
Forum: Art Development
Topic: Replacing the desert mountains
Replies: 68
Views: 84438

Re: Replacing the desert mountains

this could be compensated in the same way units are not centerd on castle hexes... maybe
by Boucman
January 20th, 2013, 9:18 pm
Forum: Coder’s Corner
Topic: Simplifying animation frame wml
Replies: 41
Views: 16658

Re: Simplifying animation frame wml

just to make things clearer since there seems to be a bit of confusion... I'm all for discussing the syntax and the details openly here, the "send me a PM" was more a "wake me up when you decided what you want and you have a patch" but even that is progressing well, i'll comment ...
by Boucman
January 18th, 2013, 8:53 pm
Forum: Coder’s Corner
Topic: Simplifying animation frame wml
Replies: 41
Views: 16658

Re: Simplifying animation frame wml

i'm not against that syntax, but I think that the parsing of that area is already rather complicated,

8680 if you ever implement that, PM me (since i'm not really active with patches anymore) and I'll review it

also PM me if you hae code question with that area of code, I can help...
by Boucman
January 13th, 2013, 10:45 am
Forum: Art Development
Topic: rhyging5 animation comission - trolls
Replies: 27
Views: 36020

Re: rhyging5 animation comission - trolls

IIRC the idea at some point was that trolls have skin that look rocky, but it becomes more "polished" with age... so it makes sense that the whelp has particularly rocky skin...
by Boucman
December 9th, 2012, 8:20 pm
Forum: Art Contributions
Topic: The Hammer of Thursagan portrait repaints
Replies: 396
Views: 140611

Re: The Hammer of Thursagan portrait repaints

even if it's not used ingame, this definitely has a place somewhere as a ref image
by Boucman
December 2nd, 2012, 5:46 pm
Forum: Art Contributions
Topic: New bridges (bridge-castle-transitions, hanging bridge)
Replies: 132
Views: 55051

Re: New bridges (bridge-castle-transitions, hanging bridge)

I can't help but imagine these briges built by saurians in swamps rather than elves... but maybe that's just me...

not much to say on the bridges themselves, they are awesome
by Boucman
October 30th, 2012, 11:00 pm
Forum: Art Contributions
Topic: Standing and idle animations?
Replies: 1144
Views: 456510

Re: Standing and idle animations?

(non-artist opinion here) try to make the bone bigger, it might be more recognisable that way...

you might also try to leave the bone hovering for a couple of frames so we have time to "read" it before it explodes...
by Boucman
October 28th, 2012, 4:52 pm
Forum: Developers’ Discussions
Topic: Another stolen Wesnoth graphics report
Replies: 37
Views: 29172

Re: Another stolen Wesnoth graphics report

just to make it clear... anybody that doesn't speaks polish (which is, afaik everybody that spoke in that thread) would be unable to know if it is mentionned that the assets are GPL. moreover, even if it is not mentionned on the website, this could still be perfectly legal if it's mentionned in the ...
by Boucman
October 15th, 2012, 8:02 pm
Forum: Art Workshop
Topic: New Troll Portrait-Still in Making
Replies: 32
Views: 10444

Re: New Troll Portrait-Still in Making

okay, Locl a couple of points to answer here.... 1) Lord Bob has been around long enough he knows what the GPL is. 2) This is about including the portrait in wesnoth, not about the right to modify the art or publish your changes, you are legally allowed to do that and LB didn't complain about that. ...
by Boucman
September 10th, 2012, 6:07 am
Forum: Art Development
Topic: Sleepwalker Animation Commissions WIP - Dwarves
Replies: 223
Views: 217172

Re: Sleepwalker Animation Commissions WIP - Dwarves

I tested the running in game and after tweaking the timing right it looks quite good... the best I have done so far I think. There are some things that I discovered during my test though: First, there seems to be a bug during movement between hexes where you for a moment see a dark spot on the hexe...
by Boucman
September 4th, 2012, 6:08 am
Forum: Art Development
Topic: Replacing the desert mountains
Replies: 68
Views: 84438

Re: Replacing the desert mountains

non-expert talking here.... but I find them still a bit too contrasty for terrain...

terrain is usually low contrast to help readability (contrasty units, non-contrasty terrain) but this one is still a bit high...
by Boucman
July 23rd, 2012, 9:55 pm
Forum: Coder’s Corner
Topic: Patch Submission Format
Replies: 11
Views: 12827

Re: Patch Submission Format

ok, all this stuff is for developers and code contributors... do you have modifications you want to contribute back (i.e code change in C++)

if no, you shouldn't concern yourself with patches...
by Boucman
July 23rd, 2012, 7:48 am
Forum: Coder’s Corner
Topic: RNG produces proper distribution. But that isn't everything
Replies: 27
Views: 7714

Re: RNG produces proper distribution. But that isn't everyth

i'm a bit confused... you want a 60% CTH not mean that the unit has 60% chances to hit, but a higher chance so people feel the RNG is more fair ??? i'm confused... we don't lie, we say you have 60% chances, and you do have 60% chances to hit. if you feel you unit doesn't hit enough you need to incre...
by Boucman
July 22nd, 2012, 8:18 am
Forum: Coder’s Corner
Topic: Description of a Patch
Replies: 6
Views: 2185

Re: Description of a Patch

clean-ups are accepted, and anything can come as patches (well, imagesand music are tricky, but wml,lua, code, python tools, everything else)
by Boucman
July 17th, 2012, 7:21 am
Forum: Coder’s Corner
Topic: Patch Submission Format
Replies: 11
Views: 12827

Re: Patch Submission Format

did you use svn do do your checkout ? (get the source)

if yes, you should have a command line tool called "svn"

go into your terminal, run "svn diff" and redirect the output to a text file. that text file is what you should submit for inclusion