Tycho's Ten Thousand Trinkets Thread

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Sepherescent
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Re: Tycho's Ten Thousand Trinkets Thread

Post by Sepherescent »

Thank you for the kind words everyone. It feels good to see my work progressively improve from absolute trash to semi-decent over the course of time.
Hopefully some of these sprites see some use in-game!

Tom, it was a design choice; my idea was the focus/focal point of the Rhinoreme should lie on its frontal area. The oars being longer give it additional speed, which I know makes no sense, but if you're an Ork and you believe it then so it shall be. WAAAAGH!

EDIT: I had a lot of fun working with you Wussel and I hope we continue to do so in the future. None of these designs would have been possible without your Greek variant of the trireme. A great collaboration!
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ghype
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Re: Tycho's Ten Thousand Trinkets Thread

Post by ghype »

They do miss however a shadow. I was wondering why they looked so unnatural and i assume thats why
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Sepherescent
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Re: Tycho's Ten Thousand Trinkets Thread

Post by Sepherescent »

You are right. It's been a bit difficult to do those, namely when you mess around with TC it stays pink in-game. Not entirely sure how I can work on that. Adding a shadow in the water wouldn't make sense, would it? I don't think the other ships have it.
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ghype
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Re: Tycho's Ten Thousand Trinkets Thread

Post by ghype »

Actually, they have some sort of shadow projected into the shape of waves. I didn't realised that until i just checked
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pirate-galleon.png
pirate-galleon.png (8.35 KiB) Viewed 3284 times
galleon.png
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boat.png
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Wussel
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Re: Tycho's Ten Thousand Trinkets Thread

Post by Wussel »

I would second the oar issue. If you want longer oars, just make them all longer.

I made myself a limited palette picture which contains only TC and black and white. The purpose is to copy a layer which should be the TC parts in that picture and then move it back to the original picture. So everything will be turned magical into TC.

I tried your sail shape on my stuff and it works.

I would go easy on the sail variants and keep some space between different sails.

A recolored ship in some other wood tone would be nice for an opposing faction.
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Sepherescent
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Re: Tycho's Ten Thousand Trinkets Thread

Post by Sepherescent »

Batch 006

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rhinoreme-1.png
rhinoreme-1.png (3.91 KiB) Viewed 3218 times
rhinoreme-2.png
rhinoreme-2.png (3.63 KiB) Viewed 3218 times
rhinoreme-3.png
rhinoreme-3.png (3.68 KiB) Viewed 3218 times

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TCs have been fixed and no longer show up as pink in-game. Minor polishes were made. Most importantly, though, idle animation frames have been added!
Finally, the 'Rhinoceros Trireme' has now officially been dubbed the 'Rhinoreme.' :lol:

I'll be adding these animation frames to any and all ships @Ravana plans on using for AE. More to come tomorrow.
Last edited by Sepherescent on July 27th, 2019, 9:14 pm, edited 1 time in total.
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Sepherescent
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Re: Tycho's Ten Thousand Trinkets Thread

Post by Sepherescent »

Batch 006 - Part 2

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greek-basileus-trireme-1.png
greek-basileus-trireme-1.png (6.36 KiB) Viewed 3218 times
greek-basileus-trireme-2.png
greek-basileus-trireme-2.png (5.85 KiB) Viewed 3218 times
greek-basileus-trireme-3.png
greek-basileus-trireme-3.png (6.03 KiB) Viewed 3218 times
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Sepherescent
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Re: Tycho's Ten Thousand Trinkets Thread

Post by Sepherescent »

Batch 007

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Walker.png
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dawnbringer.png
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dawnbringer_lightless.png
dawnbringer_lightless.png (2.77 KiB) Viewed 2937 times
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Hello, it's been a while! I finally got around to finishing that Dawnbringer line of units. It looks decent, though the cape looks a bit off. Drawing cloth/clothing is hard! The 'Shroom Walker' is a random sprite I made for another mod/game and ported to Wesnothian 'standards'. If you can find a use for it, great! I like 'im. :)

EDIT: May need to change the colour of the garb. Looks a bit too much like a greenskin... any suggested colours? Blue?
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