TSP2: The World Seed - Art Dev

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GunChleoc
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Re: TAS2: The World Seed - Art Dev

Post by GunChleoc » October 22nd, 2016, 7:53 pm

No need to be sad - they are good, the suggestions are only there to help make them even better :)

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FaeLord
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Re: TAS2: The World Seed - Art Dev

Post by FaeLord » October 23rd, 2016, 6:36 am

They looks good. I request that you give the ogres shoes and boots. The Rockland ogres aren't nearly as primitive as their idiot kindred. They have the means to make weapons, armor, and clothing and this sets them apart from regular ogres.
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Re: TAS2: The World Seed - Art Dev

Post by Mechanical » October 23rd, 2016, 8:46 am

Good boots are, but what about smasher? In addition to boots, need to do something else with it?

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Re: TAS2: The World Seed - Art Dev

Post by FaeLord » October 24th, 2016, 5:05 am

I leave that to your discretion. I'm pretty happy with the way things are developing. Bear in mind however, that we will need to see how they look on the map before we can declare anything completely finished.
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Re: TAS2: The World Seed - Art Dev

Post by Mechanical » October 24th, 2016, 4:54 pm

I corrected sprite smasher. How do you?
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oooogre!.png
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Re: TAS2: The World Seed - Art Dev

Post by FaeLord » October 25th, 2016, 9:13 pm

It's fantastic. That is one bad-ass looking ogre.
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Re: TAS2: The World Seed - Art Dev

Post by Mechanical » November 6th, 2016, 1:23 pm

New bonus units for Ogre: Ogre Thrower iron, and ... I do not know what to call it. How do you?
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oooogre_33.png
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ForestDragon
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Re: TAS2: The World Seed - Art Dev

Post by ForestDragon » November 6th, 2016, 1:52 pm

:shock: Oh... My... Goodness! that's amazing!

about the name, you could call it Boar Cannon, by the way, i think the sprite would need a shrunken version to look ok in the game, you'll need to make some corrections after shrinking, like repairing TC, but it should look ok

EDIT: btw, your units are too big compared to mainline ones, not sure if that kind of thing is intended, on the other hand, if these guys were intended to be this huge, then fine, but the main issue with the size is the fact that the sprites will constantly overlap, and conceal small units
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Re: TAS2: The World Seed - Art Dev

Post by Mechanical » November 6th, 2016, 2:18 pm

Forestdragon, thank you. I know that the sprite will hardly be able to use in the game, but I'm not going to change its size. This wagon was painted for fun (I had the idea, and I can not stop). Let's see what will Faelord.

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Re: TAS2: The World Seed - Art Dev

Post by ForestDragon » November 6th, 2016, 2:30 pm

Mechanical wrote:Forestdragon, thank you. I know that the sprite will hardly be able to use in the game, but I'm not going to change its size. This wagon was painted for fun (I had the idea, and I can not stop). Let's see what will Faelord.
well, i didn't necessarily mean shrinking the original, but making a shrunk copy, so it can be used in-game, anyways, i think i could maybe use your ogres in my era, and maybe give this guy a multi-hex attack :)

EDIT: btw, i think your quality of 'for fun' art is incredibly high compared to that of other people :)
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Re: TAS2: The World Seed - Art Dev

Post by matsjoyce » November 6th, 2016, 3:25 pm

Yup, the boar-cannon-flame-king-cart is slightly bigger than a fire dragon (1.2 times or so?), so using it as a normal unit may be tricky. However, you could use it more like a static objective that you have to destroy, like a break-the-siege-type-scenario. :hmm:

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Re: TAS2: The World Seed - Art Dev

Post by ForestDragon » November 6th, 2016, 6:48 pm

matsjoyce wrote:Yup, the boar-cannon-flame-king-cart is slightly bigger than a fire dragon (1.2 times or so?), so using it as a normal unit may be tricky. However, you could use it more like a static objective that you have to destroy, like a break-the-siege-type-scenario. :hmm:
nice idea :D
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Re: TAS2: The World Seed - Art Dev

Post by FaeLord » November 7th, 2016, 7:53 am

Yes, it's likely that the final versions of the units will have to be attenuated to be usable on the map, but we're still in development phase at the moment. I'm not going to be ready to start using the Rockland Ogres in the project for at least another 30 - 60 days.
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ForestDragon
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Re: TAS2: The World Seed - Art Dev

Post by ForestDragon » November 7th, 2016, 8:03 am

FaeLord wrote:If anyone else is interested in helping out, we still need team members who can design attack icons and someone who can do halo / projectile art.
well, i think i could maybe help with frankensteined attack icons, if you want, here is what could work as an attack icon for the ogre gunner (or whaterver you call it) unit and maybe the boar cannon:
thunderstick-big.png
thunderstick-big.png (5.86 KiB) Viewed 1488 times
Co-creator of Era of Magic
Creator of Tale of Alan (1.12 abandoned),The Golden Age (1.12/1.13, abandoned),XP Bank (1.14),Alliances Mod(1.14), with a large add-on in development
"Real life is like a hyper-realistic VR game, but with permadeath and boring gameplay"

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Re: TAS2: The World Seed - Art Dev

Post by FaeLord » November 7th, 2016, 8:17 am

Thanks for the offer, ForestDragon, but someone has already agreed to handle the attack icons for The World Seed. Also, the gun toting ogres aren't a part of the faction as it will appear in the campaign. Mechanical was just having some fun with it. I suggested that he post them here because there would likely be others out there who would have a use for them. Although, I do like that giant boar. The Rockland Ogres are supposed to be mastodon herders, but maybe giant boars would be more interesting and appropriate.
Wesnoth stole my summer . . . again.

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