wesnoth unit editor

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ferrikpm
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wesnoth unit editor

Post by ferrikpm »

the clue is in the title. im sorry that im not saying anything else, but i dont have anything to say, oher than that you could upload your own images.
ferrikpm,also lire. lire say elves are just better than everyone else. i shoot blind to avoid sights distractions.
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Unnheulu
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Re: wesnoth unit editor

Post by Unnheulu »

If noone else minds I'll have a go at a pyGTK version of that in the morning. Hopefully I'll have a working-ish version by the end of the week.
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beetlenaut
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Re: wesnoth unit editor

Post by beetlenaut »

xer wrote:If noone else minds I'll have a go at a pyGTK version of that in the morning. Hopefully I'll have a working-ish version by the end of the week.
Maybe this would be out of the scope of your project, but what I would really find useful is a way to work on animations and timings outside of the game.
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Unnheulu
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Re: wesnoth unit editor

Post by Unnheulu »

Isn't Shadow_MAster doing that?
Iron_Force
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Re: wesnoth unit editor

Post by Iron_Force »

Unit editor :D I vote for it ^^
MDG
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Re: wesnoth unit editor

Post by MDG »

xer wrote:Isn't Shadow_MAster doing that?
Shadow Master wrote:
thespaceinvader wrote:I think Shadow Master was working on one. But sadly, that would only cut a minimal amount of time from the process...
No.

I was working on an advanced team-colorizer CLI application. It is finished anyway, but I'm not showing it to the public yet because it is not very user-friendly yet.
@Iron_Force, easy with the bright, annoying to read text colours please? What's wrong with the same 'black' that everyone else uses?
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DEATH_is_undead
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Re: wesnoth unit editor

Post by DEATH_is_undead »

beetlenaut wrote:what I would really find useful is a way to work on animations and timings outside of the game.
Use a moving GIF animator. Thats what I use to get timing right.
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beetlenaut
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Re: wesnoth unit editor

Post by beetlenaut »

DEATH_is_undead wrote:Use a moving GIF animator. Thats what I use to get timing right.
That helps. However, attacks involve several more things: a slide, defense frames, and contact with another unit that has to occur at the right time. (It doesn't always look right at time=0.) It would also be nice to check an animation or frame in front of several game backgrounds quickly. Also, GIF's can't handle partial transparencies which can be important for some units.
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doofus-01
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Re: wesnoth unit editor

Post by doofus-01 »

The GIF transparency problem can usually be avoided if you save each frame with a white background.

But beetlenaut is right, there are some things that a GIF animation won't catch. I'd also add "the alignment of the frame if it is bigger than 72X72" to the list.
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Unnheulu
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Re: wesnoth unit editor

Post by Unnheulu »

Perhaps I'll do that next. :D
BroodKiller
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Re: wesnoth unit editor

Post by BroodKiller »

I would just like to point to certain things pointed out in another thread (on this very board, actually):
http://www.wesnoth.org/forum/viewtopic.php?f=12&t=21922
Those put out on the second page I find especially worthy at least reading through, to my mind.
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Unnheulu
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Re: wesnoth unit editor

Post by Unnheulu »

Ty. :D
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