Search found 340 matches
- December 25th, 2009, 4:40 am
- Forum: Art Workshop
- Topic: Dwarf Humans
- Replies: 71
- Views: 12854
Re: Dwarf Humans
You have a dwarf, you add him a human, you get a being taller than a plain human. Quite simple reallyAethaeryn wrote:Why is the "dwarf human" bigger than a regular human?

(j/k, I have no idea what the heck a dwarf human is supposed to be)
- December 24th, 2009, 12:36 pm
- Forum: Art Contributions
- Topic: Justinoperable- Rise of Wesnoth
- Replies: 52
- Views: 14310
Re: Justinoperable- Rise of Wesnoth
Redeth: Sharpening is always a good idea for metallic stuff, but apart from that, just making the darks darker isn't the key :P And I wouldn't desaturate the skin at all - I like the tint very, very much! It is a bit shiney, but to me that reads as sweaty in a warm environment that allows to go wit...
- December 24th, 2009, 11:01 am
- Forum: Art Contributions
- Topic: Justinoperable- Rise of Wesnoth
- Replies: 52
- Views: 14310
Re: Justinoperable- Rise of Wesnoth
I think you're doing a pretty fine job with all of these. About the complains regarding the metallic look on the skin/armor, I tried running a couple of filters in order to differentiate some more the materials we are looking at. Sharpened, -20 brightness +30 contrast on the armor, desaturated the s...
- December 24th, 2009, 3:06 am
- Forum: Game Development
- Topic: Maeglin's Design Point Roundup
- Replies: 20
- Views: 4830
Re: Maeglin's Design Point Roundup
Didn't try to be 'gritty', you mean? (Remember, kids. Realism is brown!) They just try too hard nowadays, they overdo it almost to the point where that's all there's to it. And then some more. I have no problem watching realistic violence, blood and gore on the screen, as in, say, "First Blood...
- December 24th, 2009, 12:25 am
- Forum: Game Development
- Topic: Maeglin's Design Point Roundup
- Replies: 20
- Views: 4830
Re: Maeglin's Design Point Roundup
Those games didn't take themselves seriously, neither in the art department nor gameplay wise. I kind of miss that.
- December 24th, 2009, 12:02 am
- Forum: Art Contributions
- Topic: Standing and idle animations?
- Replies: 1143
- Views: 361942
Re: Standing and idle animations?
Is it just me or does it seem that the spearman is hanging forward for a fraction of a second to long? In real life it'd be uncomfortable to be leaning forward like that without heavy armor and stiff metal boots for even a small amount of time. I had completely forgotten about this :shock: Now that...
- December 23rd, 2009, 12:00 am
- Forum: Art Workshop
- Topic: artisticdude's Art
- Replies: 1136
- Views: 207187
Re: Anyone want to give me a try?
Artisticdude, your perseverance is most commendable! At this point I'd advice you to focus on a couple of key frames rather than trying to pull off a complex multiple-frames animation. Also, as silly as it may sound, try to think as if you were the actual unit you're animating, rather than seeing it...
- November 9th, 2009, 12:50 am
- Forum: Music & Sound Development
- Topic: New Toys = New Music
- Replies: 6
- Views: 3225
Re: New Toys = New Music
Quite feisty! Me likes 

- May 27th, 2009, 10:32 pm
- Forum: Art Workshop
- Topic: Franken-Pack
- Replies: 195
- Views: 117735
Re: Franken-Pack
Re-organized and cleaned up a bit furioso's massive collection of frankenpacks.
- May 23rd, 2009, 10:11 pm
- Forum: Art Contributions
- Topic: Standing and idle animations?
- Replies: 1143
- Views: 361942
Re: Standing and idle animations?
I tweaked his foot and added a simple frame in which the spearman seems to react to something (a noise perhaps) right before he turns around. It somehow de-robotizes the motion, if only slightly. I call it done, .zip below. Redeth, could I use your unmounted Grand Knight and... Paladin? You know, fr...
- May 19th, 2009, 10:22 pm
- Forum: Art Contributions
- Topic: Standing and idle animations?
- Replies: 1143
- Views: 361942
Re: Standing and idle animations?
humm...
I'm looking for suggestions about this one, before I submit it to Jet.

- March 27th, 2009, 10:10 pm
- Forum: Art Contributions
- Topic: Outlaws - Finished!
- Replies: 295
- Views: 74148
Re: Outlaws! Trapper
Kitty, I think your portraits have reached the point where they are no longer a representation of the game units on a "bigger scale"... they ARE the units, just as much as the sprites themselves, both in artistic value and spirit. The impression I get is that sprite and portrait become an ...
- March 23rd, 2009, 10:08 pm
- Forum: Art Contributions
- Topic: Ideas for a UI facelift
- Replies: 123
- Views: 49012
Re: Ideas for a UI facelift
I like this. 

- March 5th, 2009, 9:59 pm
- Forum: Art Contributions
- Topic: Thief Animation
- Replies: 128
- Views: 25724
Re: Thief Animation
The animation is not bad per se, but it doesn't represent what it's supposed to. Instead of a guy jumping backwards, you have a guy being pulled abruptly by an invisible string attached to the back of his head. The marionette effect. The act of jumping is not simply "move body upwards". In...
- February 23rd, 2009, 10:23 pm
- Forum: Art Contributions
- Topic: New animations
- Replies: 1490
- Views: 470577
Re: New animations
Keep working on it, wood, you're making progress. Think not of it as a puppet that you must move around, nor as a robot that is commanded to move, but as a small living creature that usually stands still but you suddenly manage to catch while it makes a move. You're not an "animator", you'...