Showing portraits in the status bar
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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)
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- Eleazar
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I wasn't clear.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)
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.
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- Kestenvarn
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#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.
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.
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<shrug> This is currently the case in the Help and noone seems to notice.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.
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.
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