Human castle WIP
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Great!Svetac wrote: I noticed that many units stand on different positions in the 70x70 box. So when placed in the game they overlap with the castle walls, or stand more to left or more to right. Today I spent few hours and adjusted the standing positions of all of them. Now they're centered, and raised a little bit than preiously. This way they will fit even better the map and especially the castles. Dave if it's okay I can send them in a .zip file, so you can take a look at them in the game, and possibly include them in the next build.

Btw if you would like, I can add a feature so that you can have two images for each tile: one image is drawn before the unit, as is currently done, but the second image is drawn after the unit is drawn, i.e. laid on top of it. This way you could have a castle wall that comes in front of the unit, partially covering it.
Do you think you'd make use of this feature if I were to implement it?
David
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming
This is something I've thought Wesnoth needed for a long time. My main observation was that units that aren't movement_type=swimmer should have shallow water overlaid up to (approx) their knees, in deep water up to their shoulders. The overlays could be identical to the existing tiles so that they look the same when there's no units, except they have an alpha gradient.
Eventually we could animate the overlays so, for example, grassland has a background almost identical to what exists now, but has another layer of animated grass waving back/forth.
Long post short, please go for it!
Eventually we could animate the overlays so, for example, grassland has a background almost identical to what exists now, but has another layer of animated grass waving back/forth.
Long post short, please go for it!

This feature is already available in CVSPushnell wrote:This is something I've thought Wesnoth needed for a long time. My main observation was that units that aren't movement_type=swimmer should have shallow water overlaid up to (approx) their knees, in deep water up to their shoulders. The overlays could be identical to the existing tiles so that they look the same when there's no units, except they have an alpha gradient.

David
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming
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New castle..
Yes. It looks real nice..
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| The Lion is Back |
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| The Lion is Back |
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color of new castle
I really like how you've added a lot of detail to the new castle. It looks a lot nicer than the older system of grey tiles.
Have you tried how it looks is you use light grey/ dark grey instead of the light blue/light grey you have right now? I'm curious as to why you picked light blue for the middle of the castle, it seems like an odd color scheme, and honetly I think they current grey works better. I'm not sure how the castle will look with on the current tile set, the light blue just seems a bit bright. Of course as the artist you can do whatever you think looks best.
Have you tried how it looks is you use light grey/ dark grey instead of the light blue/light grey you have right now? I'm curious as to why you picked light blue for the middle of the castle, it seems like an odd color scheme, and honetly I think they current grey works better. I'm not sure how the castle will look with on the current tile set, the light blue just seems a bit bright. Of course as the artist you can do whatever you think looks best.
Re: color of new castle
No, no, no, you'we got me wrongquartex wrote:Have you tried how it looks is you use light grey/ dark grey instead of the light blue/light grey you have right now? I'm curious as to why you picked light blue for the middle of the castle, it seems like an odd color scheme, and honetly I think they current grey works better. I'm not sure how the castle will look with on the current tile set, the light blue just seems a bit bright. Of course as the artist you can do whatever you think looks best.

Re: color of new castle
The current castle could work well if we want to port Wesnoth to work on systems with CGA monitors though. *grin*.Svetac wrote: No, no, no, you'we got me wrongThese are just temporary colors that help me divide x-y and z surfaces, so that when I start to shade it, I know which is which. Of course that when I start to shade him I'll make the castle greyish.
David
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming
Svetac, thanks for the reassurance. That makes a lot more sense. I was thinking about the roof color as well. In captured towns, each side has a different flag color, what if the roof of the castle corresponded to that sides flag color as well? It's probably easier that trying to add little flags to the castle, although that would be anotjher option. I just want a castle with purple or pink roofes.
I was about to write a suggestion on adding color to units so you know which are yours and which are other factions, until I remembered that people had mentioned adding colored circles to the base of units. I think it would really be useful when two sides have the same units.
I was about to write a suggestion on adding color to units so you know which are yours and which are other factions, until I remembered that people had mentioned adding colored circles to the base of units. I think it would really be useful when two sides have the same units.
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