Animations to finish.
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- Elvish_Pillager
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I once posted a Giant Spider melee image too. It's this:Shadow wrote:OK
cavespider melee
And btw, I think the Wolf Rider has one of the best graphics in the game, I don't want it to change.
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It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.
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I have just drawn a wolf, if it´s not used someone else can use it as a decoration or something else but it can be also used for the direwolver if it´s better
... all romantics meet the same fate someday
Cynical and drunk and boring someone in some dark cafe ...
All good dreamers pass this way some day
Hidin’ behind bottles in dark cafes
Cynical and drunk and boring someone in some dark cafe ...
All good dreamers pass this way some day
Hidin’ behind bottles in dark cafes
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The goblin is not the problem I build the wolf around the goblin and separated them later
for comparison the new one hasn´t got a shadow at the moment
for comparison the new one hasn´t got a shadow at the moment
... all romantics meet the same fate someday
Cynical and drunk and boring someone in some dark cafe ...
All good dreamers pass this way some day
Hidin’ behind bottles in dark cafes
Cynical and drunk and boring someone in some dark cafe ...
All good dreamers pass this way some day
Hidin’ behind bottles in dark cafes
The one on the right looks like it has a black spotted caterpillar on its face
Hope springs eternal.
Wesnoth acronym guide.
Wesnoth acronym guide.
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scott wrote:The one on the right looks like it has a black spotted caterpillar on its face
do you mean the teeths
without teeths
... all romantics meet the same fate someday
Cynical and drunk and boring someone in some dark cafe ...
All good dreamers pass this way some day
Hidin’ behind bottles in dark cafes
Cynical and drunk and boring someone in some dark cafe ...
All good dreamers pass this way some day
Hidin’ behind bottles in dark cafes
- Elvish_Pillager
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I already have the high elven cavalry done. Yours, besides the point, looks rather more in the color scheme of the wood elves. However, that second one is actually not that bad at all.
In fact, with a few edits, we might have us a new unit for the wood elven riders. We had proposed a new "horse archer", which would require new graphics. Certain people somehow find it out of their mindset to "make" something that requires new graphics - they always want to decrease the number of units we have, rather than increasing them.
[ramble]
We should certainly be judicious in making new units, but once we made more than one unit per unit type in wesnoth, we left that design road behind. A similar game to wesnoth could be made, where there exists only one unit per discipline per faction, e.g. the elves have ONE archer and ONE swordsman (and in this case, ONE scout), and it could share almost everything else with wesnoth, especially in code - it would be a perfect fork for wesnoth - though I think that we should really move towards making of wesnoth a game system in which the graphics layer, and content can be called upon to make all sorts of hexagonally tiled games, and connect people together for them.
Dave had thought of a multiplayer situation that was more like Master of Monsters.
I have realized that we have 90% of the makings of Jeff Vogel's Avernum/Exile games, in code and graphics. All we would need would be a new "gameplay" object, and some graphics for items, but all of the calls to our existing display object, and everything governing the display of the tiles on the ground would work fine.
Really, this should be our goal for wesnoth 1.0 - to factor apart our codebase so that the graphics and tiling engine, and all of the graphics could be used to code other games.
[/ramble]
BACK ON TOPIC THOUGH - we still need firing frames for the orcs - we need TWO frames for the animations, not one.
In fact, with a few edits, we might have us a new unit for the wood elven riders. We had proposed a new "horse archer", which would require new graphics. Certain people somehow find it out of their mindset to "make" something that requires new graphics - they always want to decrease the number of units we have, rather than increasing them.
[ramble]
We should certainly be judicious in making new units, but once we made more than one unit per unit type in wesnoth, we left that design road behind. A similar game to wesnoth could be made, where there exists only one unit per discipline per faction, e.g. the elves have ONE archer and ONE swordsman (and in this case, ONE scout), and it could share almost everything else with wesnoth, especially in code - it would be a perfect fork for wesnoth - though I think that we should really move towards making of wesnoth a game system in which the graphics layer, and content can be called upon to make all sorts of hexagonally tiled games, and connect people together for them.
Dave had thought of a multiplayer situation that was more like Master of Monsters.
I have realized that we have 90% of the makings of Jeff Vogel's Avernum/Exile games, in code and graphics. All we would need would be a new "gameplay" object, and some graphics for items, but all of the calls to our existing display object, and everything governing the display of the tiles on the ground would work fine.
Really, this should be our goal for wesnoth 1.0 - to factor apart our codebase so that the graphics and tiling engine, and all of the graphics could be used to code other games.
[/ramble]
BACK ON TOPIC THOUGH - we still need firing frames for the orcs - we need TWO frames for the animations, not one.
Okay, I made a second firing frame for the orcish warlord, and committed it. That fellow still needs a melee frame or two. Heck, the orcish warrior could really use a second melee frame as well.
But this at least gets that out of the way.
Shade, could you figure out the timing and commit the spider images?
But this at least gets that out of the way.
Shade, could you figure out the timing and commit the spider images?