Several of our mainline campaigns are in the works for upgrades at the moment, which includes adding characters and enhancing existing scenarios. We are looking for more artwork to supplement these upgrades, including the following:
We are happy to announce that Wesnoth is now able to accept donations on Liberapay. While Wesnoth does rely on the work of dedicated volunteers, no project can function completely cost-free. Revenue from the Apple App Store and from donations goes towards maintaining our servers,...
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It looks good at the bottom since the page isnt too long; i had no problem finding it.
There have been numerous important forum posts and wiki articles written by users and developers. We reference these pages a lot, and decided to put them together in a convenient list. ------
Write clearly, be nice to others, and be very careful when posting anything related to politics or religion. When asking for help, remember that everyone here is a volunteer. Prefer editing your previous post over double posting. No animated avatars or graphical signatures. Don’t plagiarize...
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The Community Guidelines have been updated.
The Moderation section has been expanded to cover Discord moderation issues.
After receiving compliments on the loyalists' armour and hearing a few of you wish they could do the same, I decided I'd try and help. This tutorial will guide you through the basic shading of metalic armour
First things first, it's better to remind the obvious : there's no magical trick. Only ...
For large areas of chainmail, I've found this to be a workable method. The technique was developed in concert with kitty. It's not perfect, and it's definitely not ideal for loose chaimail that isn't over a dark background of some sort, such as coifs, but it does well for large areas like...
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As we did mention this a while ago, I'm now adding to this tutorial an explanation of my own method, which was developed after TSI's initial research. Fetch your graphic tablet, here goes Lordbob's Chainmail Recipe !
Introduction Note that this tutorial is based on Photoshop, but is very likel...
Wesnoth does not accept AI-generated art, this post is an explanation.
I've wrestled with the issues of AI art and what the official Wesnoth policy should be. My basic thinking hasn't changed much from viewtopic.php?t=56294. The AI performance has improved since then (sort of [*]), but the general...
This was loooong overdue : following up on a discussion with the dev team, I have finally begun reviewing portraits. I am putting this here while it's still in progress, maybe it can be moved somewhere more appropriate later.
Legend: No portrait Independant unit uses the portrait of another line...
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Do you plan on updating it when 1.20 will be out ?
Because several campaigns will be added or removed.
Hello Wesnoth. Remember that project I mentioned when I came back this summer? Well, it was long in the making but at last we're ready to update Under the Burning Suns.
A lot of discussion and preliminary sketching have taken place privately while Jetrel and Zookeeper prepared the revamping of the...
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You're right it's an easy fix, thanks for pointing it out. I went back and forth on this a couple times when painting her, caught between showing an eye or hiding it, so your being bothered helps make the call. Could be indeed the answer lies in the thick braid. I did the same for the generic...
being a bit bored after doing all those portraits (no, i won't stop doing those, just a little break until the new sprites are finished ), i thought of the second graphical aspect of wesnoth which doesn't satisfy me as it is.
that is the story art: it is mostly lacking or often poorly done (n...
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Alright, give me a couple weeks to sort out my archive and export the latest version of everything, then I'll send a full pack
Made a quick test tile so we have something to discuss.
Edit: I split this topic from Eleazar's thread. With all the new excellent terrain from Eleazar we should try to get the old desert mountains replaced as they start to look very dated.
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I've made some revisions and slight variations that I think are an improvement, making the mountains less muddy. Here is a screenshot. I will post the PR link here in a few minutes. EDIT: PR link -> https://github.com/wesnoth/wesnoth/pull/1851
It should now be obvious for anyone who's tested the dev releases that the next stable release will be a huge step forward on the graphics front, what with the UI facelift and new big maps.
A consequence of this will be the update of the website favicon. Its replacement could either be:
- the new...
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Back to this subject at last: shield number 4 + a couple of crisp swords ought to satisfy everyone. That's my final take on it anyway, gonna commit unless someone comes up with a good reason to delay.
I've been working on a new set of bigmaps for campaigns and the title screen. Instead of just committing them when I'm done without warning, I figured I might as well put them up for feedback first, so here's the first batch. I'm planning on giving most mainline campaigns their own custom map so...
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I've seen these new maps while testing with the latest dev release. Congratulations on this whole project, they're a huge step forward compared to the previous ones
Which brings to mind the subject of the title screen and logo, as has been mentionned in the art contribution forum. It would b...
I'm hoping to have the community et al give these a once-over on the base appearance before we commit them.
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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...
This topic will now contain any work done on mainline animation commissions done by me! The beginning of the work on the Horseman can be found at page 8.
We're steadily reaching the point where generic portraits will be done and potential new artists can focus on story art. Therefore, I'm creating this thread for future reference in the hope that it may serve as the Grand Portrait List once did. Below is (will be) a list of current mainline...
hello, nice to be here doing some stuff, i will begin this comission working the animations of the young troll. First of all, and before start the animations, i polished the baseframe, and create the north faced one. Hope to produce good stuff,
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Amorphous wrote:Hi,
Sorry to be a bother, but I've been watching the troll updates in art dev progress, and I was reminded of this piece from Pixeljoint. I thought it might be useful to rhyging as reference for gorilla-type runs. If you passed it along to him, I'd be much obliged.
After a long time of absence, I've been considering a comeback to the Wesnoth community, though with less charitable intentions this time. Are you guys still making money with the mobile version? That is, are you still paying for animation sets for the troops?
My current employment is coming to an...
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Girgistian wrote:, though I'll be adding the colour as well
I suggest doing like sleepwalker, and using two colors for the initial draft - a bright highlight, and a dark fill. The reason this is good is it's enough to establish 3d-volume; enough to give a sense of the 3d shape. Once you've got...
This is a list of our progress on finishing all the unit portraits in the game. These are color coded according to completion. Because a unit's level, and experience tree is very relevant to the making of portraits, I've indicated the number of levels a unit has with an equal number of dashes in...
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It's probably replacement, then. I've run very short on time in recent months (as may be clear), so with that in mind, I'm happy to see it replaced.
I got the go ahead to start working on a set of new portraits for Heir to the Throne from Jetrel. I'm a bit anxious since Jet's original ones have been around for so long and become quite iconic...
Anyways, here are first versions of neutral Konrad and Lisar (I plan at least angry and happy...
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I've committed the images themselves to trunk; we'll need a campaign maintainer to step through the campaign scene by scene and assign all the new emotions to text.
As per this thread, the current mainline rogue baseframes (male and female) are up for revision, and AFAIK no one has attempted to revise them to date. As you may have noticed, Mefisto and I have been working on these in my thread in the Art Workshop, and I thought it was about time to continue the...
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You've got backup from me when you do - I'm not gonna take over, since I'm thinking about polishing off the missing frames for the L2 & 3 ghosts.
Well, I'm have dowloaded the wesnoth TC shadowmaster tool (thanks!) to work with my sprites. Before, Also I used Anime tool (thanks!) when I begun to work on TSG new sprites. What I want to say is that there's some little desajustment on the magenta range in my opinion. I will try to be more...
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I don't know if thread necromancy is allowed here but certain idea was bothering me from some time. What about merging brown and orange ranges making it slightly lighter brown and instead of orange make pink Tcolor (similar to magenta but shifted slightly more to red)? I thought about yellow but...
Since sleepwalker is rather close to being done, I think we can safely get this party started. I'm personally diving into the lancer, but the knight has a base-frame posted in this other thread, and is ready to have someone attack it. The effort in that other thread kinda died out; I'd rather...
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Sleepwalker wrote:Good work . With emphasis on the barding cloth (or what is it really called?) flapping. I'll adapt the head changing angle to the horseman.
Cool.
I'm hoping to take another bite out of this, soonish.
As I understand it, the majority of the current mainline baseframes (with the definite exception of the old-style human outlaw baseframes) are the final and finished baseframes. However, I'm not sure how the loyalists figure into this equation. I know the bowman, longbowman, master bowman and...
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Yea, looking back at it, my comment was a bit hard to follow, but looks like you got all the issues sorted out nicely. Excellent work, the pose is great now and the feet look more firmly planted on the ground.
For what it's worth, I think the balance is great now without the cape. My only (very)...
Espreon posted this bug a couple weeks ago and it doesn't have a clearly good solution. Since it's art-related, I'm asking for opinions on which of the three options looks the best.
The first option is to not fix it. It looks like this:
summer-forest-tall-keep.png
Note the green leaking into the...
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doofus-01 wrote:
Alarantalara wrote:It's also possible to resolve this by making the north side walls extend further south, but that would be a lot of redrawing and it's probably not worth the many hours of time it would take.
I don't quite follow. Are you saying to draw the walls lower, and get rid...
I just noticed that the city-style villages are implemented in such way units may appear "floating" on top of them on the map, as seen in the screenshot below. Perhaps this would be worth checking as part of the terrain graphics appearance cleanup.
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Very minor; look at the Elvish Fighters near the bottom right corner of the viewport:
Time to get this show on the road. Let's pretend I can keep these coming at a fairly decent rate.
C&C on the kinematics is a lot more helpful with a paintover. Note that on the forum, these might be considerably slower than in game.
Blocking for shaman SE melee:
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The movement of his near (his right) foot, once planted on the ground, seems a touch too "arc-ish" (my intuition says it ought to be a little straighter during that section). Then again, my intuition is highly questionable on this particular subject.
I recently played wesnoth again after a few years hiatus, and now i've got the bug to do some more terrain. Some really nice stuff has been added, but some old, moldy stuff is still visible.
This animated water looks really promising-- i hope boucman can make it work.
OK, looking at what we have...
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Looks good. Hopefully that'll stymie the complaints.
While looking for some medieval fonts, I came across this, an extensive free-for-noncommercial-use font of Carolingian minuscule style, containing Gothic and runic alphabets as well. Could this be a candidate for an "official" Wesnoth font for such use as map labels etc. Since it contains plenty of...
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Oh you meant physical labels on the map images. Sorry. I thought you meant the right-click multiplayer labels.
* Skeleton Crew has been plugging away working on the guts of the GUI-- so it is now easier to change things. * I've also gotten my first mobile touch device, love it, and think much of Wesnoth's future lies in tablets and other portable devices-- since they will become a bigger part of the...
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LordBob wrote:One question : beyond a visual overhaul of the GUI, what exactly are you aiming at ? Are you refering to
* a platform-based differenciation of the GUI's functionnalities and appearance
* or a unique GUI that would be shared and equally usable on both pc and touch devices ?
In [1] there have been some questions raised about the maximum portrait size
of 500x500. First of all the limit has been set when I started to work on
the new dialogs. I discussed it with Jetrel and we decided that 400x400 (or
450x450 not sure) would be a nice maximum and we decided to allow...
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Wow, I didn't expect that there was hope to break the 500 limit at the top! I can only echo what has already been said: If we do this we should only allow it for special units, not for everyone who has a lance or spear. Natural cutting from the top is perfect as long as it crops down only to 500...
There's been a disproportionate amount of criticism directed to the main screen. Sometimes everybody decides to pile onto an issue no worse than dozens of other problems that nobody notices.
While fitting everything on a 800x600 screen is nice, the current version does suffer aesthetically at...
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Ultimately most of the GUI should be redone. I'd like to aim for something like this. But of course that's a long term goal, with a ton of work in-between.
it is now possible to define colors for a unit that will be replaced by the team color that the unit belongs to. To do this, however, we need to know what colors to swap. New graphics might conform to some standard (like...
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The face is readable enough to me, these are looking great. Nothing else to say!
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