Showing portraits in the status bar

Brainstorm ideas of possible additions to the game. Read this before posting!

Moderator: Forum Moderators

Forum rules
Before posting a new idea, you must read the following:
Tux2B
Posts: 1217
Joined: March 29th, 2005, 8:18 pm
Location: Toulouse (South of France)
Contact:

Post by Tux2B »

I don't see why portraits should necessarily look to the same direction. Anyway, you can fix that by just swapping the image (I think you call it like that in English, maybe just mirror)
"There are two kind of campaign strategies : the good and the bad ones. The good ones almost always fail because of unforeseen consequences that make the bad ones succeed." -- Napoleon
XJaPaN
Posts: 362
Joined: June 20th, 2004, 5:11 pm
Location: Germany
Contact:

Post by XJaPaN »

The second test-portrait is the way to go IMO. Darken the image a bit will do it on bright portraits.
User avatar
Eleazar
Retired Terrain Art Director
Posts: 2481
Joined: July 16th, 2004, 1:47 am
Location: US Midwest
Contact:

Post by Eleazar »

Tux2B wrote:I don't see why portraits should necessarily look to the same direction. Anyway, you can fix that by just swapping the image (I think you call it like that in English, maybe just mirror)
I wasn't clear.
If we used portraits in the attack dialog, the portraits should be facing on another. And the game wouldn't know which to mirror if they weren't all facing the same way.
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
Tux2B
Posts: 1217
Joined: March 29th, 2005, 8:18 pm
Location: Toulouse (South of France)
Contact:

Post by Tux2B »

It would be too much of it if portraits were showed in the attack dialog box.
"There are two kind of campaign strategies : the good and the bad ones. The good ones almost always fail because of unforeseen consequences that make the bad ones succeed." -- Napoleon
pacho
Posts: 72
Joined: February 7th, 2005, 7:42 pm
Location: Oviedo (Asturias), Spain

Post by pacho »

What about this? ;)

It is a great idea :)
Signature dropped due to use of img tag
User avatar
Kestenvarn
Inactive Developer
Posts: 1307
Joined: August 19th, 2005, 7:30 pm
Contact:

Post by Kestenvarn »

#1 & #3
Problem is the details of the portrait are too small to make out when shrunken this much.

To fix it, you could increase the area available for the portrait. Or you could have a seperate portrait file made with these dimensions in mind - either different from the first or with the extra bits cropped out. Neither option sounds good.

#2

Too much clutter.



On the other hand, if the portrait appeared on mouseover with other relevant statistics, that might work out.
User avatar
zookeeper
WML Wizard
Posts: 9742
Joined: September 11th, 2004, 10:40 pm
Location: Finland

Post by zookeeper »

It would look dumb when arbitrary units would show a portrait in the attack dialog and others wouldn't. Actually, the effect would probably be almost as bad if they were displayed in the right status panel.
User avatar
irrevenant
Moderator Emeritus
Posts: 3692
Joined: August 15th, 2005, 7:57 am
Location: I'm all around you.

Post by irrevenant »

zookeeper wrote:It would look dumb when arbitrary units would show a portrait in the attack dialog and others wouldn't. Actually, the effect would probably be almost as bad if they were displayed in the right status panel.
<shrug> This is currently the case in the Help and noone seems to notice.

Ultimately, Wesnoth is a constant work in progress (it's the designated purpose of the Development branch, after all). It works well to 'release early and often' in the Development branch rather than try to (eg.) get all the unit art ready before implementing any of it.
Post Reply