Comment on Eleazar's Terrain Improvements or other threads
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Re: Comment on Eleazar's Terrain Improvements or other threa
Villages next to cave wall:
Last edited by boru on September 27th, 2010, 5:30 am, edited 1 time in total.
“It is written in my life-blood, such as that is, thick or thin; and I can no other.” - J.R.R. Tolkien
My campaign: Swamplings - Four centuries before the founding of Wesnoth, the first wolf rider emerges from a tribe of lowly swamp goblins.
My campaign: Swamplings - Four centuries before the founding of Wesnoth, the first wolf rider emerges from a tribe of lowly swamp goblins.
Re: Comment on Eleazar's Terrain Improvements or other threa
Placing trees on the new ford changes the color of ford. I'm not sure if it matters, but the code is Wwf~Fdw
I think there are a few other terrains that behave in the same way, at least in 1.8.x (one of them was swamp).“It is written in my life-blood, such as that is, thick or thin; and I can no other.” - J.R.R. Tolkien
My campaign: Swamplings - Four centuries before the founding of Wesnoth, the first wolf rider emerges from a tribe of lowly swamp goblins.
My campaign: Swamplings - Four centuries before the founding of Wesnoth, the first wolf rider emerges from a tribe of lowly swamp goblins.
- Eleazar
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Re: Comment on Eleazar's Terrain Improvements or other threa
That doesn't happen in trunk.boru wrote:Placing trees on the new ford changes the color of ford. I'm not sure if it matters, but the code is Wwf~Fdw
Not that i "support" putting trees on water. You generally shouldn't do it, since it turn the hex for mv/def purposes into plain forest.
But fixing other reasonable combos, such as scattered rocks embellishment on water also "fixes" that.
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
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Re: Comment on Eleazar's Terrain Improvements or other threa
Has anyone else noticed that those red-tiled villages don't quite match in style with the rest?
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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.
Re: Comment on Eleazar's Terrain Improvements or other threa
Yep. They stand out a lot.thespaceinvader wrote:Has anyone else noticed that those red-tiled villages don't quite match in style with the rest?
Individually they're looking great, though...
"Oh, to the hades with the manners - he's a complete [censored], and calling him that insults bastards everywhere!"
-Nalia De'Arnise
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Re: Comment on Eleazar's Terrain Improvements or other threa
Affirmative.thespaceinvader wrote:Has anyone else noticed that those red-tiled villages don't quite match in style with the rest?
My spritework can be seen here.
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Re: Comment on Eleazar's Terrain Improvements or other threa
To my untrained eye, they look a heck of a lot like pixelart...
Actually, no they aren't. I just checked and, although they aren't pixelart - way too many colour variations - they are a HECK of a lot crisper than the stony hills version. I may try and fix them later today.
Actually, no they aren't. I just checked and, although they aren't pixelart - way too many colour variations - they are a HECK of a lot crisper than the stony hills version. I may try and fix them later today.
"What do you mean, "a dwarvish dragonguard with marksman is overpowered"?"
Story of a Drake Outcast | The Nonsense Era
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- Eleazar
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Re: Comment on Eleazar's Terrain Improvements or other threa
Mostly because they are better than most of the other villages.thespaceinvader wrote:Has anyone else noticed that those red-tiled villages don't quite match in style with the rest?
Though the shadow side is darker than i would like-- the overall contrast amped up too much.
But they are more richly detailed than most of the other villages. That's something that should be brought to the other villages not taken away.
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
-> What i might be working on
Attempting Lucidity
Re: Comment on Eleazar's Terrain Improvements or other threa
I'm on it!
I should have an attempt at a redone hills village soon.
I should have an attempt at a redone hills village soon.
"What do you mean, "a dwarvish dragonguard with marksman is overpowered"?"
Story of a Drake Outcast | The Nonsense Era
Played HttT-Underground Channels? Thought it was rubbish? Help us develop it here!
Story of a Drake Outcast | The Nonsense Era
Played HttT-Underground Channels? Thought it was rubbish? Help us develop it here!
Re: Comment on Eleazar's Terrain Improvements or other threa
In regards to: http://www.wesnoth.org/forum/viewtopic.php?f=18&t=31765
Two options:
How about a large-sized variation of the menu buttons? Perhaps just incorporate an #ifdef for large screens (like how Wesnoth does for small display sizes), or at least some kind of generic if statement at the menu screen that would then display the larger buttons? (For example, if the screen is greater than 1000pixels in height, display the larger buttons.)
If buttons could be drawn at dynamic sizes, then UI scale would be theoretically easy; simply take the resolution of the screen and divide an appropriate number into the button height. (I'm guessing this can't be done with GUI2?)
Two options:
How about a large-sized variation of the menu buttons? Perhaps just incorporate an #ifdef for large screens (like how Wesnoth does for small display sizes), or at least some kind of generic if statement at the menu screen that would then display the larger buttons? (For example, if the screen is greater than 1000pixels in height, display the larger buttons.)
If buttons could be drawn at dynamic sizes, then UI scale would be theoretically easy; simply take the resolution of the screen and divide an appropriate number into the button height. (I'm guessing this can't be done with GUI2?)
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- Eleazar
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Re: Comment on Eleazar's Terrain Improvements or other threa
In theory, theory and practice are the same.ancestral wrote:then UI scale would be theoretically easy...
In practice they are not.
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
-> What i might be working on
Attempting Lucidity
Re: Comment on Eleazar's Terrain Improvements or other threa
Take the height of the screen and put it into a variable.Eleazar wrote:In theory, theory and practice are the same.ancestral wrote:then UI scale would be theoretically easy...
In practice they are not.
Divide it by a constant. (If the buttons are 16 pixels high at a screen of 800 x 600 with 16 pixels between each button, 600 ÷ 16, that's a magic number of 37.5. If at resolution 1920 x 1080, take 1080 ÷ 37.5 and you get 29 pixels (rounded up). At 1600 x 1200 you'd get 32 pixels.
Again, even if you didn't scale the UI and instead just had a large variant (buttons of say, 32 pixels high) which displayed whenever the screen has a height of 1000 pixels or greater, that'd be a great improvement. (Are we not already doing this for small screens?)
Wesnoth Bestiary ( PREVIEW IT HERE )
Unit tree and stat browser
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Exp. map viewer
Unit tree and stat browser
Canvas ( PREVIEW IT HERE )
Exp. map viewer
Re: Comment on Eleazar's Terrain Improvements or other threa
I've discovered a few anomalies related to one of the human city tiles that there's been a discussion about...
Unless I'm mistaken, shouldn't all terrains be exclusively brushed art?
Well, I found some bits that looked unusually pixelled.
Doesn't that represent a significant problem?
Unless I'm mistaken, shouldn't all terrains be exclusively brushed art?
Well, I found some bits that looked unusually pixelled.
Doesn't that represent a significant problem?
"What do you mean, "a dwarvish dragonguard with marksman is overpowered"?"
Story of a Drake Outcast | The Nonsense Era
Played HttT-Underground Channels? Thought it was rubbish? Help us develop it here!
Story of a Drake Outcast | The Nonsense Era
Played HttT-Underground Channels? Thought it was rubbish? Help us develop it here!
- thespaceinvader
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Re: Comment on Eleazar's Terrain Improvements or other threa
The bits that look most out-of-place to me are the black spots and lines on the tiles - toning those down would help.
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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.
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Re: Comment on Eleazar's Terrain Improvements or other threa
I found two things:
- ruined keep is displayed on top of winter castle keep
- part of chasm transition is displayed over lava hexes if they are surrounded by chasm
Screenshot: Cheers
Q
- ruined keep is displayed on top of winter castle keep
- part of chasm transition is displayed over lava hexes if they are surrounded by chasm
Screenshot: Cheers
Q
Ten soldiers wisely led will beat a hundred without a head.