more item images for multiplayer use
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- Eleazar
- Retired Terrain Art Director
- Posts: 2481
- Joined: July 16th, 2004, 1:47 am
- Location: US Midwest
- Contact:
nice.Redeth wrote:A simple scarecrow.
commited.
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
-> What i might be working on
Attempting Lucidity
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- Art Contributor
- Posts: 117
- Joined: July 18th, 2006, 12:23 am
Changeling wrote:
The top blade gets brighter until reaching the top. The dark part of the east blade becomes brighter too, when it turns towards the light.
The brightness differs about 40%. Using more would cause the changing percentage from frame to frame, be that high, that the transition wouldn't be smooth anymore.
The jumping, you mentioned, schould now be fixed.
I've played around with all blades brightness. But with already white blades this take not much efect. I doubt, if someone not knowing the changes i made, sees any difference. That's why i tell you, what i've done.that's good, but can you lighten the top blade?
Quote:
[EDIT] I also noticed that the shadow on the windmill, after a certain point just jumps down suddenly, suggesting some jutting out, and consequently squarish, contradictory of your circular intention. You might want to fix that.[/EDIT]
The problem I had is below, frames 25 and 30.
If you hover your mouse over the two, you'll see that it's overextended for it to just cover with one frame.
I imagine, though, that your shadow for the right blade should be longer. and a little bit higher.
The top blade gets brighter until reaching the top. The dark part of the east blade becomes brighter too, when it turns towards the light.
The brightness differs about 40%. Using more would cause the changing percentage from frame to frame, be that high, that the transition wouldn't be smooth anymore.
The jumping, you mentioned, schould now be fixed.
- Attachments
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- windmill-alpha-png-18frames-0.3.zip
- (142.92 KiB) Downloaded 211 times
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- 18 frames at 110ms
- windmill-green.gif (98.86 KiB) Viewed 5861 times
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- Art Contributor
- Posts: 117
- Joined: July 18th, 2006, 12:23 am
A shop
One with a tree behind, which can only be used on grassland.
And for other terrain (or if someone feels not good about my tree) i made one without the tree.
Hope you'll like it!
One with a tree behind, which can only be used on grassland.
And for other terrain (or if someone feels not good about my tree) i made one without the tree.
Hope you'll like it!
- Attachments
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- shop.zip
- The shops as alpha png's.
- (15.72 KiB) Downloaded 213 times
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- shop_green.png (12.29 KiB) Viewed 5676 times
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- shop_with_tree_green.png (13.15 KiB) Viewed 5673 times
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- Art Contributor
- Posts: 117
- Joined: July 18th, 2006, 12:23 am
Well, i will trie to make an isometric view on the shop.
I wanted this to look like a rack for swords and spears, like one you can see on this pic.And oh, those dark vertical bars on the left, what is it? Is this like a pipe organ vendor? Wink
- Attachments
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- waffenhaendler.jpg (67.3 KiB) Viewed 5608 times
- Eleazar
- Retired Terrain Art Director
- Posts: 2481
- Joined: July 16th, 2004, 1:47 am
- Location: US Midwest
- Contact:
I like it, and i'd like to see the tree as a separate item.musketaquid wrote:A shop
One with a tree behind, which can only be used on grassland.
And for other terrain (or if someone feels not good about my tree) i made one without the tree.
Hope you'll like it!
The comment on perspective is correct. If you put two of these shops in adjacent hexes, i think the divergent vanishing points would be obvious.
I understood what the weapon-rack was, but i can understand how someone would no. Perhaps adding something more obvious, like a large shield would communicate better.
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
-> What i might be working on
Attempting Lucidity
Emphasis mine, for clarification. ADD a shield sitting next to the weapons, don't remove the weapons and put in a shield.Eleazar wrote:Perhaps adding something more obvious, like a large shield would communicate better.
I also agree with everything else eleazar said, including the fact that that looks really cool.
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- Art Contributor
- Posts: 117
- Joined: July 18th, 2006, 12:23 am
- Neilarmius
- Posts: 82
- Joined: May 14th, 2007, 1:16 am
Hi,
This is my first attempt at anything Wesnoth but here goes..
Red and yellow cauldrons. Blue one on its way. I am plannning to add another frame or two so the bubbles float about a bit.
Feedback?
This is my first attempt at anything Wesnoth but here goes..
Red and yellow cauldrons. Blue one on its way. I am plannning to add another frame or two so the bubbles float about a bit.
Feedback?
- Attachments
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- A red filled cauldron for multiplayer items
- caulldron-red.png (2.16 KiB) Viewed 5294 times
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- A yellow filled cauldron for multiplayer items
- caulldron-yellow.png (2.2 KiB) Viewed 5294 times
more item images for multiplayer use
Very,very nice
I like them a lot
I like them a lot
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- Art Contributor
- Posts: 117
- Joined: July 18th, 2006, 12:23 am
An isometric shop with a shield.
And i seperated the oak as one standalone image.
What do you say now?
And i seperated the oak as one standalone image.
What do you say now?
- Attachments
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- shop_and_oak.zip
- Download both images as png with alpha channel.
- (11.06 KiB) Downloaded 213 times
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- oak_green.png (12.16 KiB) Viewed 5025 times
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- shop_green.png (12.85 KiB) Viewed 5019 times
- Neilarmius
- Posts: 82
- Joined: May 14th, 2007, 1:16 am