Search found 7091 matches
- July 4th, 2014, 11:42 pm
- Forum: Art Contributions
- Topic: New animations
- Replies: 1502
- Views: 615617
Re: New animations
Man that looks nice. Way to go!
- July 4th, 2014, 11:16 pm
- Forum: Art Contributions
- Topic: New poacher art?
- Replies: 34
- Views: 21964
Re: New poacher art?
Yeah, I think you should avoid designing the other levels too strongly around the first one - they need to look more different than you've shown thus far.Sylar wrote:I believe that my 1st lvl unit is the best to replace it with the mainline and then make other levels basing on him, but maybe it should...
- July 2nd, 2014, 2:07 pm
- Forum: Art Contributions
- Topic: New poacher art?
- Replies: 34
- Views: 21964
Re: New poacher art?
They need to have a fairly dramatic difference in the appearance of the levels; as the in-game ones do. (This has been a fairly common mistake I've made earlier in my days here, where I've come up with a new sprite, and tried to 'rush things' for the other levels by doing some quick-and-dirty edits)...
- May 2nd, 2014, 2:16 am
- Forum: Art Contributions
- Topic: New animations
- Replies: 1502
- Views: 615617
Re: New animations
I've attached a edit of your latest work - thanks for taking this on. :) The rationale to the edit is - I tweaked the arms so they're more obviously arched forward. I also leaned the torso forward slightly (virtually all humans hunch forward much more than we assume in our idealized anatomical under...
- December 22nd, 2013, 9:25 am
- Forum: Art Contributions
- Topic: Items
- Replies: 135
- Views: 57854
Re: Items
I feel like the new cloak is a big improvement, but the barrel is a significant regression over the current one. The current barrel perhaps could have its gamma adjusted, but is otherwise in no need of edits.
- December 22nd, 2013, 9:19 am
- Forum: Art Contributions
- Topic: New animations
- Replies: 1502
- Views: 615617
Re: New animations
Please do. A strongly exaggerated motion like that is ideal.Major wrote:Healing is well on its way, wooooo!
For the javelin throwing animation, should I copy the motion SleepWalker created for the saurians?
- November 30th, 2013, 5:09 am
- Forum: Users’ Forum
- Topic: Where does this evolution of sprites lead?
- Replies: 63
- Views: 20128
Re: Where does this evolution of sprites lead?
Ultimately, it's not like you can just order volunteers around to do what you want them to do. If a volunteer is stuck between not contributing at all or having to devote an order of magnitude more time to fully animate a sprite, chances are they'll end up going with the first one, and then we woul...
- November 27th, 2013, 10:17 am
- Forum: Users’ Forum
- Topic: Where does this evolution of sprites lead?
- Replies: 63
- Views: 20128
Re: Where does this evolution of sprites lead?
Dugi, you've responded with a bunch of unsubstantiated opinions dressed up as facts, as well as some actual facts that aren't correct (the number of unanimated units has systematically been reduced over time, the only recent exceptions being the horsemen, and the dragon). You don't know what you're ...
- November 27th, 2013, 9:36 am
- Forum: Users’ Forum
- Topic: Will be Wesnoth forever 2D-only?
- Replies: 47
- Views: 16834
Re: Will be Wesnoth forever 2D-only?
"Battle for Wesnoth", the game you're currently playing, won't ever be fundamentally altered from its current hex-grid 2d system. Even if it was, someone would fork the current 2d iteration back into existence. People like it, and for a long a timeframe as any project of significance would...
- November 26th, 2013, 12:58 am
- Forum: Users’ Forum
- Topic: Where does this evolution of sprites lead?
- Replies: 63
- Views: 20128
Re: Where does this evolution of sprites lead?
The problem is that we absolutely disagree with you - there's no value in adding poor, 1-2 frame "wiggle" animations to units. We feel that it looks significantly worse - that rather than looking like an obvious "work in progress", that it looks like an intentional, but poorly-d...
- October 18th, 2013, 10:48 pm
- Forum: Art Contributions
- Topic: Polishing up unit animation WML (timings/halos/etc.)
- Replies: 21
- Views: 10678
Re: Polishing up unit animation WML (timings/halos/etc.)
Works for me. Commit whenever you want.
- October 14th, 2013, 4:47 am
- Forum: Art Contributions
- Topic: New animations
- Replies: 1502
- Views: 615617
Re: New animations
Overall, these are quite nice - if you can post PNGs of them as you go, we'd love to get them in.
- June 10th, 2013, 6:33 am
- Forum: Art Development
- Topic: Cavalry Base Sprites
- Replies: 22
- Views: 35465
Re: Cavalry Base Sprites
I've committed base sprites for all the cavalry - elf scout line, human horseman and cavalryman lines. They're still open to further tweaks, but we needed to get the ball rolling. I'm definitely thinking of porting some of the smoothness of the new foreleg rendering back to the other horses (I don't...
- June 9th, 2013, 10:14 pm
- Forum: Art Contributions
- Topic: Monsters!
- Replies: 132
- Views: 89274
Re: Monsters!
Having multiple versions at different levels would be awesome. We'll take whatever we can get, though.
The skeletal dragon, btw, has been committed.
The skeletal dragon, btw, has been committed.
- May 26th, 2013, 7:09 am
- Forum: Art Contributions
- Topic: LordBob's commissionned work
- Replies: 683
- Views: 230377
Re: LordBob's commissionned work
All of Delfador's portraits, as well as Moremirmu and the base portrait for Asheviere, have been committed.