New attack buttons - scratchpad
Moderator: Forum Moderators
Forum rules
Before posting critique in this forum, you must read the following thread:
Before posting critique in this forum, you must read the following thread:
-
- Retired Terrain Art Director
- Posts: 1113
- Joined: November 29th, 2003, 11:40 pm
- Location: Norway
I think these are coming along nicely. We are intent on moving towards a more realistic look for most gfx, so I wouldn't start to mess around with that at this point if I where you.Leonhard wrote:Hello there,
Here is last night's work.
Woodwizzle : in my opinion to it is not to bad when weapons continue outside the square in game, maybe you could test it.
For the cartoon style, my opinion is a bit different. I think you can do better graphics if you don't make surrounds and limit lines around color areas, see the new mountains for example. It seems there is a style concerning units, but maybe it is not to use every where. But I'm new here, so I maybe totally wrong concerning the spirit of the art developers, and of course ready to adapt
realism is fine, but IMHO the perspective needs to be the same on all the images. The bow is at a different perspective from the crossbow which is different from the lance which is different from the sword which is different from the club...
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
A little variety on weapon perspective is good, IMO. As long as they point in the same horizontal direction (or none), you can flip (attacker <--> defender).the perspective needs to be the same on all the images.
http://www.wesnoth.org/wiki/User:Sapient... "Looks like your skills saved us again. Uh, well at least, they saved Soarin's apple pie."
I like them a lot, a huge improvement upon what is currently in game, they look as if they are the same graphical theme as the new mountains/castle graphics, which is a good thing, because that is how the game is moving. And I also disagree with the perspective thing, multiple persepectives add a lot of variety.
Sorry for the meaningless post
What we're trying to move towards is a style similar to the one that warcraft III or World of Warcraft use. These aren't quite it, although if you make some graphics that haven't been made yet, it would probably be a welcome addition to the game.
Also, if you were to post individual images, at a larger size (something like 3x the size), and with a more fish-eye like camera angle, they might be great study material for people to trace over in creating new images.
Also, if you were to post individual images, at a larger size (something like 3x the size), and with a more fish-eye like camera angle, they might be great study material for people to trace over in creating new images.
Play Frogatto & Friends - a finished, open-source adventure game!
Good idea! The styling in those games are some of my favorite ones(probably why I play both of them), and go to http://www.thotbott.com, and search through the different weapons to see some icons.Jetryl wrote:What we're trying to move towards is a style similar to the one that warcraft III or World of Warcraft use. These aren't quite it, although if you make some graphics that haven't been made yet, it would probably be a welcome addition to the game.
Also, if you were to post individual images, at a larger size (something like 3x the size), and with a more fish-eye like camera angle, they might be great study material for people to trace over in creating new images.
Sorry for the meaningless post
Thanks for all the answers, the positive ones and negative also . For the perspectives, I think it is hard to make all weapons the same perspective. Some reasons : the handle of a sword, IMHO, is much more important than the handle of a mace or a club. It would not be very clear what the weapon is if I only showed the far end of the knight lance. The bow is to be used in a vertical plane, crossbow in a horizontal one, so the difference (this is not entirely honest explanation , crossbow's perspective is hard to justify comared to the others, but I like it as it is). Here are some new drawings and corrections to the old ones, I put them on the background on which they appear in game, so that you can compare easily.
Jetryl : I'm sorry I don't understand what you mean by "fish-eye camera angle", if you could do it for one, I could do it for the others
romnajin : I could not reach the address you posted. Could you post one image or two so that I see what you mean (I played Warcraft III some time ago, I don't really remember the way weapon are drawn).
Jetryl : I'm sorry I don't understand what you mean by "fish-eye camera angle", if you could do it for one, I could do it for the others
romnajin : I could not reach the address you posted. Could you post one image or two so that I see what you mean (I played Warcraft III some time ago, I don't really remember the way weapon are drawn).
- Attachments
-
- attack_buttons1.png (41.76 KiB) Viewed 5075 times
-
- Attack_buttons.tar
- (50.5 KiB) Downloaded 217 times