Search found 180 matches
- December 15th, 2013, 11:08 am
- Forum: Ideas
- Topic: [interface] MP lobby game item revamp
- Replies: 8
- Views: 3150
Re: [interface] MP lobby game item revamp
This is just because I made the window smaller for screenshot purposes. The changes are in the box where the game is advertised only.GunChleoc wrote:Maybe add a bit of space between the top button row and the main window, they are touching each other.
- December 15th, 2013, 10:42 am
- Forum: Ideas
- Topic: [interface] MP lobby game item revamp
- Replies: 8
- Views: 3150
Re: [interface] MP lobby game item revamp
Done. Or mostly done. Here's what it actually looks like on my local branch at the moment: Example new 1.jpg Example new 2.jpg List of changes: - moved the map size to an icon down the bottom. - moved the status icons closer to the text - made title text and vacant slots bold - added translatable st...
- December 7th, 2013, 12:03 pm
- Forum: Art Workshop
- Topic: Orc archer fire arrow attack animation
- Replies: 9
- Views: 4626
Re: Orc archer fire arrow attack animation
Okay. This was a bug introduced by me for the new syntax. I believe it is fixed now and should give the appropriate animation for 1.11.8. Still there are 2 start times, which is not really correct WML.
I'm looking for someone to test the related bug: https://gna.org/bugs/index.php?21316
I'm looking for someone to test the related bug: https://gna.org/bugs/index.php?21316
- December 7th, 2013, 3:28 am
- Forum: Art Workshop
- Topic: Orc archer fire arrow attack animation
- Replies: 9
- Views: 4626
Re: Orc archer fire arrow attack animation
As the person responsible for most of the new animation WML syntax changes in 1.11.x, I'll take a look at it.
EDIT: it looks like there are 2 missile_start_times that conflict
EDIT: it looks like there are 2 missile_start_times that conflict
- November 6th, 2013, 9:22 pm
- Forum: Users’ Forum
- Topic: Spaghetti code edorsement?
- Replies: 33
- Views: 9478
Re: Spaghetti code edorsement?
To my knowledge none of the developers endorse spaghetti code. There's currently LUA for speed and complex stuff and WML for easy to get started coding with a great reference guide . If WML replays and such start to spiral out of control in file size it's likely that they will eventually be optimize...
- October 21st, 2013, 9:52 pm
- Forum: Multiplayer Development
- Topic: Map Bug
- Replies: 1
- Views: 681
Re: Map Bug
This should be fixed for 1.11.7 (see bug 20936)
- October 19th, 2013, 2:49 am
- Forum: Art Contributions
- Topic: Polishing up unit animation WML (timings/halos/etc.)
- Replies: 21
- Views: 10677
Re: Polishing up unit animation WML (timings/halos/etc.)
Thanks Jetrel. Bumbadadabum and I applied the animations to all the undead sorcerer line and committed the animations. Similarly for the illuminates halo at 80% opacity. Just wondering about the chill tempest animation for the lich and higher level units. The idea from vultraz was to make it a more ...
- October 18th, 2013, 5:23 am
- Forum: Art Contributions
- Topic: Polishing up unit animation WML (timings/halos/etc.)
- Replies: 21
- Views: 10677
Re: Polishing up unit animation WML (timings/halos/etc.)
Whilst we are waiting on approval for the 80% opacity illuminates aura, here is something else. Bumbadadabum and I worked yesterday on getting a new shadow wave and chill wave for the dark adept. See the attached video for the what we managed to get. All of it uses preexisting art, just rearranged t...
- October 16th, 2013, 10:22 am
- Forum: Art Contributions
- Topic: Polishing up unit animation WML (timings/halos/etc.)
- Replies: 21
- Views: 10677
Re: Polishing up unit animation timings (sounds/attacks/etc.
Speaking of Halos, I have a request: to reduce the illuminate halo transparency by about 50%, it's currently very obtrusive. An interesting suggestion. This has bothered me in playing before a bit. Here's my suggestion for an artist to comment on: illuminates-aura-opacity-80-percent.png That is to ...
- October 14th, 2013, 12:33 am
- Forum: Art Contributions
- Topic: Polishing up unit animation WML (timings/halos/etc.)
- Replies: 21
- Views: 10677
Re: Polishing up unit animation timings (sounds/attacks/etc.
In recent commits I've changed the white mage timing slightly and made a new fireball macro with my best effort to get what zookeeper suggested to work. I've attached a video of the red mage line attack (skip the first 2 seconds of menus). The X and Y coordinates should start the fireball from the c...
- October 12th, 2013, 11:05 am
- Forum: Art Contributions
- Topic: Polishing up unit animation WML (timings/halos/etc.)
- Replies: 21
- Views: 10677
Re: Polishing up unit animation timings (sounds/attacks/etc.
...It could definitely be changed so that the fireball appears for example at the point of the staff or above the mage's head (preferably as a new fireball macro which takes x,y starting coords as well). Since such a big projectile appearing out of nowhere in one frame probably also looks a bit wei...
- October 12th, 2013, 3:08 am
- Forum: Art Contributions
- Topic: Polishing up unit animation WML (timings/halos/etc.)
- Replies: 21
- Views: 10677
Re: Polishing up unit animation timings (sounds/attacks/etc.
Although not terribly exiting, some work has gone into polishing up the animation WML code and timings since the last post here by bumbadadabum. I have a small outstanding issue with the red mage and white mage lines though. For the red mage line, the fireball appears to be coming out of the chest o...
- October 6th, 2013, 1:08 am
- Forum: Ideas
- Topic: [interface] MP lobby game item revamp
- Replies: 8
- Views: 3150
Re: [interface] MP lobby game item revamp
Thanks thunderstruck for doing all the behind the scenes work to make this even possible. To kick things off, here's a mockup suggestion of what the new game to join screen might look like: Example new MP screen.jpg What I've done is make the name of the map up front and match the name that is in th...
- September 28th, 2013, 12:43 am
- Forum: Ideas
- Topic: King of the Hill mode
- Replies: 3
- Views: 1483
Re: King of the Hill mode
This sounds like a good idea. I might give a go at doing that today! I loved playing perfect dark. I'm thinking of capture the 'flag' (some sort of item on map) where there are the following rules to make it fun: - as soon as a unit captures the 'flag' the unit goes down by some factor or to 1hp - a...
- July 14th, 2013, 6:45 am
- Forum: Ideas
- Topic: map editor--pick terrain from map
- Replies: 4
- Views: 1684
Re: map editor--pick terrain from map
The wesnoth 1.11.5 developer version has a new map editor thanks to Fabi and Lord Bob. You can press control & click to sample a terrain.
Good thing is that the map format is pretty much the same as 1.10, so you can use it for these maps too as long as you don't use any new terrain.
Good thing is that the map format is pretty much the same as 1.10, so you can use it for these maps too as long as you don't use any new terrain.