Troll Revamp (serious attempt)
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They're some of the very first wesnoth graphics, which were based for a great deal on Tactics Ogre.Zhukov wrote:Ok, I bow to the inevitable. I'm not going to kick up a fuss if there is overwhelming support for Neorice's graphics.
EDIT:I didn't know about this. It's certainly a solid reason for change.Eleazar wrote:The primary reason for doing new Troll graphics, is the old ones (for L2 & L3) are extremly similar to some non GPL game.
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These graphics can be found here : http://www.geocities.com/fmunoz_/wesnoth/tree.html , but I don't remember where I had found the screenshot showing a screenshot of Wesnoth and one of that other game next to it.
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http://tsgk.captainn.net/index.php?p=sh ... y=8&ga=316
Ogre battle sprites
go down to A10 to see what the old troll was based upon.
Ogre battle sprites
go down to A10 to see what the old troll was based upon.
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Neo: These graphics are better than the current troll graphics. However, I do think they could be improved in several areas, most importantly the position of the head on the troll whelp. If you fixed that, I suspect you would get much fewer complaints. (And they would look better. )
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Cool. A lot better now.
I think I prefer the new greenish color instead of the cyan... which are you going to use?
I think I prefer the new greenish color instead of the cyan... which are you going to use?
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And I hate stupid people.
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I think I prefer the old new troll champion without the rock at the end of the tree trunk. I also liked the more ratty loin cloth that someone else had tried. Despite these nitpicks (wouldn't be wesnoth without them) These are definitely an improvement over the old trolls.
"you can already do that with WML"
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http://www.wesnoth.org/forum/viewtopic. ... 760#131760
http://www.wesnoth.org/forum/viewtopic. ... 1358#11358
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The standing image is the only image that is constrained to fit in the hex. All animations can leak outside the boundaries of the hex.pekka wrote:Great work Neo! Are these trolls bigger than 72*72 pixels? Is it possible to draw bigger unit graphics now than that? At least the troll with the tree would need quite large sized attack animations.
"you can already do that with WML"
Fight Creeeping Biggerism!
http://www.wesnoth.org/forum/viewtopic. ... 760#131760
http://www.wesnoth.org/forum/viewtopic. ... 1358#11358
Actually, there is one issue that was brought up in the locked thread (the one in Art Contrib that EP started) that you might be interested in. It appears that the color chosen for the troll is very similar to the color of the ground:
This could have an undesirably "camoulflage" effect. Perhaps it could be fixed by making the green on the troll less saturated...
This could have an undesirably "camoulflage" effect. Perhaps it could be fixed by making the green on the troll less saturated...
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We could also make them grey.
It worked pretty well for both Harry Potter AND LotR.
It worked pretty well for both Harry Potter AND LotR.
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Sure, make it grey if you want; I personaly like the idea of grey trolls, considering their skin is supposed to be tough like a rock; But the old ones were "green" (I don't care that they looked Cyan, they had an awfull unnatural colour) so I decided to keep it sort of like that;
question: wouldn't a grey troll blend in with castle etc?
question: As far as I know, making images more saturated draws attention to them, and in games sprites are made more saturated than the background to make them stand out more, why exactly should the troll be less saturated to make it stand out more?
question: wouldn't a grey troll blend in with castle etc?
question: As far as I know, making images more saturated draws attention to them, and in games sprites are made more saturated than the background to make them stand out more, why exactly should the troll be less saturated to make it stand out more?
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Did a quick edit to see how grey trolls look like. I basicly want skin to not be very saturated regardless of unit type. It just shows more on the trolls since they use very little clothes/armor. I kept a slight green hint and made them quite dark.
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The grey looks good. How does that look on cave floors or other greyish terrain?
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