Terrain tiling [Dirt for a change]
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- Cernunnos
- Art Contributor
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Re: Terrain tiling is not dead.
Wow, nice!
In fact we don't have the same conception of the claw, this is why i used the adjective broken, i though it was a bigger crab
But your sketch is nice too, i don't know...
In fact we don't have the same conception of the claw, this is why i used the adjective broken, i though it was a bigger crab
But your sketch is nice too, i don't know...
"While portrait art may be where Wesnoth gets its glamour, and sprite art may be where Wesnoth gets its zest, it's the terrain art that's so crucial to Wesnoth's polish - it's the canvas that the rest goes on." Sangel
Re: Terrain tiling is not dead.
is it really important that we recognise claw ?
it looks good
it looks coral like
it's the kind of architecture you would imagine in a low gravity environment...
who cares much after that, it looks good
it looks good
it looks coral like
it's the kind of architecture you would imagine in a low gravity environment...
who cares much after that, it looks good
Fight key loggers: write some perl using vim
Re: Terrain tiling is not dead.
Wow, they look really nice. I honestly couldn't tell that it was a claw either, but I don't think it matters that much either. I like how they are right now.
I like the middle one out of all three, but they all look pretty awesome.
I like the middle one out of all three, but they all look pretty awesome.
Re: Terrain tiling is not dead.
Only person I know who would argue with someone who is agreeing with them.Thanatos wrote:Exactly. Tiles not types.Turuk wrote:Thanatos raises a good point, it would be great to have a larger variety of tiles in the game, even if the terrain does not change.
True, but I am not exactly arguing that I want the whole entire map to move, with trees swaying and snow falling on the mountains, dust rising off the road when you move and who knows what else. I just made the general statement that a little animation for effect is nice.Thanatos wrote: On the other hand, some games did too much animation, imho. HoMM3's map was some blinking and twinkling overload... I am no fan of too much animation in general. For example: I find the new, always wing-flapping Gryphons annoying.
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- Cernunnos
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Re: Terrain tiling is not dead.
Hola,
The three tiles in the following box, with transparent background on 126*180 (like current existing villages) there's also the xcf file for the second one, if you want to change the anim (or remove it).
Bye!
Edit: this was debated before, it was argued it could be nice to add "tides" to the water tiles, but i think it's not a good idea, if the whole map moves with the camera centering on each unit, you'll be sick after 5 minutes of play
But yes, i think that some moving tiles could do great, like the mill does, since they won't be a mermen village right near a mill in each map, that's won't be too much imo...
The three tiles in the following box, with transparent background on 126*180 (like current existing villages) there's also the xcf file for the second one, if you want to change the anim (or remove it).
Bye!
Edit: this was debated before, it was argued it could be nice to add "tides" to the water tiles, but i think it's not a good idea, if the whole map moves with the camera centering on each unit, you'll be sick after 5 minutes of play
But yes, i think that some moving tiles could do great, like the mill does, since they won't be a mermen village right near a mill in each map, that's won't be too much imo...
"While portrait art may be where Wesnoth gets its glamour, and sprite art may be where Wesnoth gets its zest, it's the terrain art that's so crucial to Wesnoth's polish - it's the canvas that the rest goes on." Sangel
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Re: Terrain tiling is not dead.
Imaginative designs made from scratch, good shading and use of colors. I think they look very good
- thespaceinvader
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Re: Terrain tiling is not dead.
Do you mean waves (lapping water, animated on individual tiles) or tides (gross movement of sea edges expanding and contracting over tiles between turns)? They're both possible, of course, but that latter can already be accomplished with WML. And I think both are good ideas, tbh. The former would have to be fairly subtle and slow, though. And it would probably be possible to include a toggle, as for idle anims, to turn off terrain anims, if such a toggle doesn't already exist.Cernunnos wrote:this was debated before, it was argued it could be nice to add "tides" to the water tiles
Also, great work =D
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Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
- Cernunnos
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Re: Terrain tiling is not dead.
Well, didn't knew it was possible, how can i see how it goes?Do you mean waves (lapping water, animated on individual tiles) or tides (gross movement of sea edges expanding and contracting over tiles between turns)? They're both possible, of course, but that latter can already be accomplished with WML.
Anyway, this post was more designed to thank the one(s) who changed the font weight of my login than to present new stuff (since there's not much for today).
Thanks a lot!
This done, currently working on the desert plants request from one of the old topics mentioned above, i plan to do some plants separately and then merge them into tiles, so for now that's only cactus, but i'll do some other things to go with of course : (can't upload on a file host for now...)
I also added a file in the previous merman zip file to make tile icons for the editor if needed, which i forgot in the first place. Well, not much for today as i said, but thanks a lot, really.
"While portrait art may be where Wesnoth gets its glamour, and sprite art may be where Wesnoth gets its zest, it's the terrain art that's so crucial to Wesnoth's polish - it's the canvas that the rest goes on." Sangel
- mnewton1
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Re: Terrain tiling is not dead.
Nice you are doing a great job
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Re: Terrain tiling is not dead.
That's a great selection of cacti you have there - I look forward to seeing the tile variations you assemble from them.
What else are you considering for desert variations? Bleached bones seems an obvious possibility, but some kind of small rock formations could also work, particularly if they're in the same colour palette as the desert hills.
What else are you considering for desert variations? Bleached bones seems an obvious possibility, but some kind of small rock formations could also work, particularly if they're in the same colour palette as the desert hills.
"Pure logic is the ruin of the spirit." - Antoine de Saint-Exupéry
Re: Terrain tiling is not dead.
It occurs to me that some terrain animations could function the same way as the unit idle animations and play only once in a while. Waves would probably have to be an all or nothing, but it would work for the existing windmill, the mermen village, and stuff likethespaceinvader wrote: Do you mean waves (lapping water, animated on individual tiles) or tides (gross movement of sea edges expanding and contracting over tiles between turns)? They're both possible, of course, but that latter can already be accomplished with WML. And I think both are good ideas, tbh. The former would have to be fairly subtle and slow, though. And it would probably be possible to include a toggle, as for idle anims, to turn off terrain anims, if such a toggle doesn't already exist.
Granted you'd need some more frames for the start/stop sequences, and there isn't enough animated terrain to warrant this now, but long term it might be better to plan for this now.Turuk wrote:trees swaying and snow falling on the mountains, dust rising off the road when you move and who knows what else.
It also occurs to me that having trees swaying randomly once in a while would make the paranoid see Elvish Avengers everywhere.
Re: Terrain tiling is not dead.
Sigh, no one really embraces sarcasm anymore. Ok, well I was half serious, but this discussion about should and should not be animated, the level of animation, and planning for how to deal with it is rather pointless.starfury wrote:Granted you'd need some more frames for the start/stop sequences, and there isn't enough animated terrain to warrant this now, but long term it might be better to plan for this now.
As befitting the Wesnoth stance, someone would actually have to take the time/inclination/effort to produce work along those lines first, and then comes the inevitable discussion of whether to include it or not. This whole forum is full of "great" ideas that never materialize because they do not get past the thinking stage. There is an exception to this rule only in the rarest cases, as JW explains below.
That being said, good work on the cacti. The desert terrain is a bit hard to break up as it is given the color scheme, and a splash of green or olive plant life here or there will certainly spruce things up a bit.
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Re: Terrain tiling is not dead.
The differenceis that if the idea is good enough to be picked up by a dev (in this case possibly Jetryl) then the idea will live even with no work currently having been done on it. (something like a feature request, or a BWH)Turuk wrote:This whole forum is full of "great" ideas that never materialize because they do not get past the thinking stage.
The question is then, is this idea good enough to convince a dev that it would be worth implementing for future works? If not, can someone create works of good enough quality to compel the devs to add such a feature?
- Cernunnos
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Re: Terrain tiling is not dead.
Hi,
Had a big day today so not much for now, i tried with the bones i was talking about, will surely continue after eating :
There's is one issue among others about which i don't know: the size of it.
As you know, tiles and sprites are drawn on different scales, there, i tried to respect the scale of a skull if it was drawn as any unit, it matches approximately the size of some buffalo skull with the unit scale. But cactus behind seem small compared to it...
That's the point i don't really know about... (don't know if i'm clear )
Well, will do some more this evening, bye!
Had a big day today so not much for now, i tried with the bones i was talking about, will surely continue after eating :
There's is one issue among others about which i don't know: the size of it.
As you know, tiles and sprites are drawn on different scales, there, i tried to respect the scale of a skull if it was drawn as any unit, it matches approximately the size of some buffalo skull with the unit scale. But cactus behind seem small compared to it...
That's the point i don't really know about... (don't know if i'm clear )
Well, will do some more this evening, bye!
"While portrait art may be where Wesnoth gets its glamour, and sprite art may be where Wesnoth gets its zest, it's the terrain art that's so crucial to Wesnoth's polish - it's the canvas that the rest goes on." Sangel
- mnewton1
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Re: Terrain tiling is not dead.
I agree the unit is as big as a village so I suggest you scale down the skull a lot and maybe even make it be separate from the cacti
Edit and I agree with Thespaceinvader. The cacti could be a bit bigger
Edit and I agree with Thespaceinvader. The cacti could be a bit bigger
Last edited by mnewton1 on January 14th, 2009, 8:49 pm, edited 1 time in total.
Creator of Ageless Era
Check out Frogatto & Friends, it's made by the same people who created The Battle for Wesnoth!
Check out Frogatto & Friends, it's made by the same people who created The Battle for Wesnoth!