Icons to define a units traits and resistances
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Re: Icons to define a units traits and resistances
if the icon for the traits would be the same size as those used for resistance four would fit into one row. this would result in a more consistent look and less wasted space. for units with more than 4 traits a second row could be added (maybe the redesigned widgets makes this easier in 1.6?).
are there units with more than 4 traits? i can only think of kaleh in utbs...
and for all elements a mouse over event that shows associated info from help would be awesome^^
are there units with more than 4 traits? i can only think of kaleh in utbs...
and for all elements a mouse over event that shows associated info from help would be awesome^^
Re: Icons to define a units traits and resistances
Here are some icons for the traits:
From left to right: quick, strong, healthy, intelligent, resilient, dexterous.
From left to right: quick, strong, healthy, intelligent, resilient, dexterous.
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Re: Icons to define a units traits and resistances
Authors of new attacks are already required to make a new attack icon or use a blank one, if there are no suitable icons. I believe this occurs much more frequently than creating a whole new type of damage.AI wrote:In any case, this would require authors of new traits, abilities and damage types to create images for them...
Anyway, I'm the opposite to Ken Oh: I'm all for the resistances, but I'm perfectly happy with text for traits and abilities. It only takes up one line for the vast majority of units, so icons wouldn't help space-wise, and I don't think they'd be much clearer than text given the large variety of abilities in Wesnoth... not to mention UMC. Realistically, nobody is likely to have more than eight or so damage types, and most people use the default six. By contrast, there are literally dozens of traits and abilities, and new factions frequently add more. If you want to add, say, shock damage, drawing a lightning bolt is pretty easy. Heck, there's already an attack icon for it. It's a bit more difficult to represent abilities and traits, particularly when many have somewhat similar effects (resilient, healthy, regenerate, heal and cure, for example).
Re: Icons to define a units traits and resistances
Here's a few more icons
Going in order of left to right and top to bottom:
undead, regeneration, skirmisher, heals 4, heals 8, cures, leadership 1, leadership 2,leadership 3, loyal.
I think this covers most of the regular Wesnoth traits and abilities.
Going in order of left to right and top to bottom:
undead, regeneration, skirmisher, heals 4, heals 8, cures, leadership 1, leadership 2,leadership 3, loyal.
I think this covers most of the regular Wesnoth traits and abilities.
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Re: Icons to define a units traits and resistances
Looking NICE =D you've gotten so much out of those little icons. I think the only other one that's still missing is Mechanical. EDIT: oh, and leadership 4, but that's fairly easy to make from the current ones.
Last edited by thespaceinvader on August 27th, 2008, 8:50 am, edited 1 time in total.
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Re: Icons to define a units traits and resistances
Your icons Melon are really beautiful. I like them a lot.
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Re: Icons to define a units traits and resistances
the "intelligent" one is especially cool - wouldnt think you could fit all that to the tiny size.
Re: Icons to define a units traits and resistances
All for this kind of thing. Especialy the visable resistance indicators (much more obviouse than mousing over hp indicator).
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Re: Icons to define a units traits and resistances
i know that there are multiple leadership abilities for the different levels of a unit, but rather for technical reasons. are there umc where e.g. a level 2 unit has leadership 3?thespaceinvader wrote:EDIT: oh, and leadership 4, but that's fairly easy to make from the current ones.
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Re: Icons to define a units traits and resistances
Not even UMC - the Witness line in the Hammer of Thursagan has leadership a level above the unit level.
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Re: Icons to define a units traits and resistances
I can't make decisions for some of the other devs, but personally I think these are excellent. I especially like the most recent style you made.
Is there any way you could rehash "resistance" icons in the following style (color would be reasonable to try for this use, although we'd want black and white versions because we might dynamically recolor them according to how much weakness/resistance a person has, just like with text)? The resistance icons look like the most likely candidates to go in, since there is a good deal of unused space in higher resolutions.


Another possible use of icons like this is as unlabeled icons (with tooltips), on tiny resolution sizes - much like GameBoy Advance strategy games like 'Advance Wars' use icons to represent things we'd generally depict with text.
Is there any way you could rehash "resistance" icons in the following style (color would be reasonable to try for this use, although we'd want black and white versions because we might dynamically recolor them according to how much weakness/resistance a person has, just like with text)? The resistance icons look like the most likely candidates to go in, since there is a good deal of unused space in higher resolutions.
Another possible use of icons like this is as unlabeled icons (with tooltips), on tiny resolution sizes - much like GameBoy Advance strategy games like 'Advance Wars' use icons to represent things we'd generally depict with text.
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Re: Icons to define a units traits and resistances
We needed some color. Here! 
When you redo them, I could color those as well.
[edit]
Also, I think quick should be changed to something more like a shoe with a wing - like this: http://www.best-of-web.com/_images/070829-164503.jpg
And someone else thought dexterous should change to something like a hand.

When you redo them, I could color those as well.
[edit]
Also, I think quick should be changed to something more like a shoe with a wing - like this: http://www.best-of-web.com/_images/070829-164503.jpg
And someone else thought dexterous should change to something like a hand.
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Re: Icons to define a units traits and resistances
Too bad you didn't kept the shades. There was a second gray "color" - just black 50% transparency I think.
But I still think white is somehow cooler and you still have the possibility to make it completely green or red to indicate the resistences...
But I still think white is somehow cooler and you still have the possibility to make it completely green or red to indicate the resistences...
Re: Icons to define a units traits and resistances
I think the resistances should be colored one specific way just to help users know the differences - cold/fire, especially. Although coloring it green/red/yellow would be cool for the resistances - I really don't think it's a good idea compared to helping define fire/cold.
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You are an Elvish Shyde - Beautiful, natural, and helpful, though sometimes under-appreciated.
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Re: Icons to define a units traits and resistances
I tried doing some black and white resistance icons but with no luck. While the hammer/sword/spear icons where pretty straightforward, the magic icons were significantly more complex. The problem is mainly in the fact that the magic icons rely a lot on the color in order to convey what it is that they are. It's really difficult to make a grayscale fire look like an actual fire, especially given the size I'm trying to work with. What I think may work better is including a different element to describe the strength to which the unit has the given resistance amplified to. I've included a couple example mock-ups at the bottom of this post.Jetryl wrote:I can't make decisions for some of the other devs, but personally I think these are excellent. I especially like the most recent style you made.
Is there any way you could rehash "resistance" icons in the following style (color would be reasonable to try for this use, although we'd want black and white versions because we might dynamically recolor them according to how much weakness/resistance a person has, just like with text)? The resistance icons look like the most likely candidates to go in, since there is a good deal of unused space in higher resolutions.
Another possible use of icons like this is as unlabeled icons (with tooltips), on tiny resolution sizes - much like GameBoy Advance strategy games like 'Advance Wars' use icons to represent things we'd generally depict with text.
As for the good news: I believe I've finished the rest of the mainstream Wesnoth icons.
Starting from the end of the 3rd row where I left off last time:
Illuminates, Feeding, Steadfast, Ambush, Concealment, Submerge, Nightstalk, Teleport, Plague, Slowed, Poisoned.
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