Icons to define a units traits and resistances

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Sangel
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Re: Icons to define a units traits and resistances

Post by Sangel »

Looking great. On the poison issue, the "skull and crossbones" is very well rendered, so it shows up well. It's also the universal symbol for poison, so that would be my pick. With regards to Fearless, would it be possible for the graphics implementation to distinguish whether the unit is lawful/chaotic when picking the icon? If so, why not one icon for Fearless Chaotic units (figure on right, sun on left) and one for Fearless Lawful units (figure on left, moon on right)? I'm sure plenty of people have been adding Fearless Lawful units to campaigns.
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Mica
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Re: Icons to define a units traits and resistances

Post by Mica »

I think the new spider would be good. The scorpion tail doesn't look right, and the skull and crossbones is too generic. I think this is one think Wesnoth could easily be different from the generic. And the yugh is just too toonish.
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Re: Icons to define a units traits and resistances

Post by thespaceinvader »

The skull and crossbones works well for Poison - I don't think anything else is going to be as intuitive, except possibly the little sick guy, who looks cool. The righthand of Melon's latest works well for Fearless, while the lefthand is good for another trait we've forgotten, the Dwarves' Healthy.
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Mica
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Re: Icons to define a units traits and resistances

Post by Mica »

Actually, he hadn't forgotten the healthy. Look the previous posts with artwork in them.

Also, I'd prefer the skull and crossbones to be edited if it's decided for use.
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Re: Icons to define a units traits and resistances

Post by thespaceinvader »

My bad. That icon doesn't work for fearless though, I don't think.
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Mica
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Re: Icons to define a units traits and resistances

Post by Mica »

When I talked about the skull, I meant poison.

EDIT

Sorry I'm unclear. XD
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Melon
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Re: Icons to define a units traits and resistances

Post by Melon »

Bumping this thread, because I don't think there was any final statement made by the devs in regards to this idea.

Also posting the resistance icons I made. Now as I've said previously there really wasn't much I could do at 16px, so I bumped the size for these up to 24px. If that's too large use the smaller icons posted earlier in the thread, there really isn't a whole lot I can do to improve those.

The icons for resistances should be pretty self-explanatory. I used a skull staff for arcane, since that branch of magic seems to deal primarily in life and death in the world of Wesnoth. I'm not 100% sure of how well they are going to look once recolored, especially the magic icons (see an earlier comment I made).

The numbers at the top are the resistance values, I included a set of number sprites to be used for this purpose; they go in place of the 8's that are currently there now.
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Mica
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Re: Icons to define a units traits and resistances

Post by Mica »

I'd prefer if cold was just a snowflake, without the tornado (or whatever) there...
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Jetrel
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Re: Icons to define a units traits and resistances

Post by Jetrel »

Melon wrote:Bumping this thread, because I don't think there was any final statement made by the devs in regards to this idea.
I'm keeping an eye on this; these are very good. These are at the point, especially in quality, that it'd be a bit crazy -not- to commit them. Even if they're not used in the main, normal distro of wesnoth, they'd be very valuable for "tiny-gui", for wesnoth on things like iPhones or pocket pcs. Besides which, this is an idea that's weighed on my mind, and given the lack of time for me to do it, we're very, very unlikely to ever get a set of icons this good, again.

As soon as you have a final layout for the image, they're going in. (This is a good excuse to test/work on our new spritesheet support, ergo these will all go in as one image, and thus need to have permanent positions so that references to them don't break.)
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Re: Icons to define a units traits and resistances

Post by AI »

We may have spritesheet support (or rather, sub-rectangle support), but the resistances require conditional cut-and-paste support and wesnoth isn't a scriptable image editor just yet. ;)
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Re: Icons to define a units traits and resistances

Post by Iron_Force »

Good Idea of the images of resistances, it is Greater Idea :wink: i think the vertion 1.6.0 Needs that :D and some Changes more :mrgreen:

see My post of Ice mountains and wrote :)
catwhowalksbyhimself
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Re: Icons to define a units traits and resistances

Post by catwhowalksbyhimself »

I like this. I like it a lot. It would make things a lot easier for me. All the info is out there and is easy to understand. I like it.
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Re: Icons to define a units traits and resistances

Post by segfaulthunter »

Excellent, would love to see that in-game.
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Re: Icons to define a units traits and resistances

Post by catwhowalksbyhimself »

The jaw looking one under leadership one looks exactly like an icon from a comercial game, except I can't remember which one exactly. I do know that icon though, and whether coincidentally or not, it looks identical.

The only other possibility is if it's a smaller version of one already used in Wesnoth. I'm pretty sure it isn't, but as I can't remember the exact source, that is a possibility.
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Re: Icons to define a units traits and resistances

Post by Sgt. Groovy »

It's truly outstanding how you've managed to make such a tiny icons so expressive.

The ones I think don't work so well are the slow and poison icons. For slow, the snail would be more intuitive than a-bit-hard-to-recognise hourglass, and for me the spider doesn't spell "poison" at all. Very few of the spiders are dangerously poisonous to people, and for notherners like me, there isn't even an experience of spiderbites. The skull-and-crossbones is pretty good, but for differentiation from the undead and plague icons, how about a snake? There are poisonous snakes in most parts of the world, so a snake would signal "poison" more effectly, IMO.

Also, the "illuminates" icon could have more emphasis on the flame. Maybe the candle part could be one pixel shorter, giving more room for the flame, and perhaps a buit glow around the flame.
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