Human castle WIP

Contribute art for mainline Wesnoth.

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Dave
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Post by Dave »

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.
Great! :) Yes, please do send them to me.

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
Svetac
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Post by Svetac »

OMG Dave !!! :) :) :) I'm gonna love you if you implement that feature :) Please do! :) It can work great with structures, and give more depth to them when there are units. I was thinking about this, but I thought it would be a problem, so I didn't asked for that. Great :)
methinks
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Post by methinks »

Great great great. I hope you will shade it as I imagine you will. But no pressure, no hurry :) Take your time, hehe, I believe in you. I hope all those eyecandy ideas will workout. I think mainly grassland needs it it is very plain nand sad :P
Pushnell

Post by Pushnell »

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! :D
Svetac
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Post by Svetac »

I also imagine that the forests can benefit from this feature too. 've been thinking about this, and I hope I can find a way to make the units covered by some trees, while still visible.
Dave
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Post by Dave »

Pushnell 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.
This feature is already available in CVS :)

David
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming
DragonLord
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Post by DragonLord »

Your castle is most excellent... keep up the good work! By the way, your pic rocks as well.
Fate is like an unpopular restaurant in which odd waiters come and give you things you didn't ask for and don't always like.
Svetac
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Post by Svetac »

methinks and DragonLord thanks for the compliments. For yoy viewing pleasure, here's the next stage of progress.

Image

I'm really sorry for my slowness, this is too slow even for me. But I'm doing my best ;)
Dave
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Post by Dave »

Svetac wrote:methinks and DragonLord thanks for the compliments. For yoy viewing pleasure, here's the next stage of progress.
Cool! That does look very nice! I look forward to putting it in the game! :)

David
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming
azlan
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New castle..

Post by azlan »

Yes. It looks real nice..
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| The Lion is Back |
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quartex
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color of new castle

Post by quartex »

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.
Svetac
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Re: color of new castle

Post by Svetac »

quartex 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.
No, no, no, you'we got me wrong ;) These 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.
Dave
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Re: color of new castle

Post by Dave »

Svetac wrote: No, no, no, you'we got me wrong ;) These 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.
The current castle could work well if we want to port Wesnoth to work on systems with CGA monitors though. *grin*.

David
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming
quartex
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Post by quartex »

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.
Woodwizzle
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Post by Woodwizzle »

*bump* Just curious if any more progress has been made on this beautiful castle?
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