Art Request -- Iconized GUI Theme

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fabi
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Art Request -- Iconized GUI Theme

Post by fabi »

I am currently working on a gui theme that replaces (nearly) all the text displayed in the sidebar with icons.
http://imagebin.org/190122

We have already a full set of icons for all resistances/damage types:
http://svn.gna.org/viewcvs/wesnoth/trun ... iew=markup

What I need as well are two icons for the attack range.
One for melee and one for ranged, the same style and size and also with room for the digits.
I could also make use of a generic damage type one, for the case that a campaign/era/whatever comes with a custom damage type.

And there is an incomplete set of traits/abilities/weapon specials:
http://svn.gna.org/viewcvs/wesnoth/trun ... iew=markup

There are some traits missing, mostly the disadvantage ones used by goblins.
The same is true for the abilities and most weapon specials don't have an icon.
There are also some icons I don't know exactly to match them to the corresponding meaning.

I will provide a full list of what is missing.

As a last request, there is also the need for alignment icons (lawful, neutral, chaotic, liminal).
I think those could be cycle shaped and in size somewhere between the damage types and the others.

Thank you for helping,
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Reepurr
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Re: Art request -- icons

Post by Reepurr »

Just popping by with a mock-up of lawful, chaotic, neutral, and the Heals+4/Regenerates abilities. Is that the kind of thing you're looking for?
icons-abilities.png
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And as an aside, my interpretation of the previous icons:
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fabi
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Re: Art request -- icons

Post by fabi »

Here is a list of the traits and what icons are already there.

LOYAL
TRAIT_UNDEAD
Row 4 Column 1
TRAIT_MECHANICAL
Row 5 Column 1
TRAIT_ELEMENTAL
This is still missing.
TRAIT_STRONG
Row 1 Column 2
TRAIT_DEXTROUS
Row 1 Column 6
TRAIT_QUICK
Row 1 Column 1
INTELLIGENT
Row 1 Column 4
RESILIENT
Row 1 Column 5
TRAIT_HEALTHY
Row 1 Column 3
TRAIT_FEARLESS
Maybe Row 5 Column 4
FERAL_MUSTHAVE
# Units with trait Feral only receive 50% defense in villages regardless of
# the base terrain the village is on.
Still missing.
WEAK
# Units with trait Weak get a -1 increment in hitpoints and melee damage.
Still missing.
TRAIT_SLOW
Still missing.
TRAIT_DIM
Still missing.
# Units with trait Dim get a 20% increase in XP required to advance.
#define TRAIT_AGED
# Units with trait Aged get a 8 points HP decrease and have -1 movement and melee damage.
Still missing.
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PeterPorty
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Re: Art request -- icons

Post by PeterPorty »

What about the feeding, cures and skirmisher abilities? And the Liminal ToD thingy?
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fabi
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Re: Art request -- icons

Post by fabi »

Reepurr wrote:Just popping by with a mock-up of lawful, chaotic, neutral, and the Heals+4/Regenerates abilities. Is that the kind of thing you're looking for?
icons-abilities.png
Yes, but I don't understand why you redid the healing ones, those are already complete.
The one you provided for neutral might better fit for liminal.
The final word on the images are to made by an artist.

ROW:COLUMN
1:1: Quick
1:2: Strong
1:3: Resilient I took it for healty
1:4: Intelligent
1:5: Healthy I took it for resilient
1:6: uh... I think it is meant as dextrous, the eye implies better ranged combat
2:1: Loyal Yes, good idea. I thought it might mean that the unit can recruit/recall
2:2-2:6: Leaderships (I feel that doesn't need the various numbers, it's just "Leadership")
3:1: Ambush
3:2: Concealment
3:3: Submerge
3:4: Nightstalk
3:5: Teleport or backstab? or loyal?
3:6: uh... Yeah, it looks fit for melee, but has the wrong size
4:1: Plague I took it for Undead
4:2: Undead
4:3: Regenerates
4:4-4:5: Heals
4:6: Poisons I took it for cures
5:1: uh... Fits perfect for mechanical
5:2: Drains
5:3: Steadfast
5:4: Neutral? Or fearless?
5:5: Illuminates
fabi
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Re: Art request -- icons

Post by fabi »

PeterPorty wrote:What about the feeding, cures and skirmisher abilities? And the Liminal ToD thingy?
Cures is already there, I think it is Row 4 Column 5.
Feeding and skirmisher are missing, liminal is meantioned in my first post.
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Re: Art request -- icons

Post by fabi »

ABILITY_HEALS 4/4
ABILITY_EXTRA_HEAL 4/5
ABILITY_UNPOISON 4/6
ABILITY_CURES -- not necessary since it consists of unpoision + extra_heal
ABILITY_REGENERATES 4/3
ABILITY_STEADFAST 5/3
ABILITY_LEADERSHIP_LEVEL_1 2/2
ABILITY_LEADERSHIP_LEVEL_2 2/3
ABILITY_LEADERSHIP_LEVEL_3 2/4
ABILITY_LEADERSHIP_LEVEL_4 2/5
ABILITY_LEADERSHIP_LEVEL_5 2/6
ABILITY_SKIRMISHER missing
ABILITY_ILLUMINATES 5/5
ABILITY_TELEPORT 3/5
ABILITY_AMBUSH 3/1
ABILITY_NIGHTSTALK 3/4
ABILITY_CONCEALMENT 3/2
ABILITY_SUBMERGE 3/3
ABILITY_FEEDING missing
WEAPON_SPECIAL_BERSERK missing
WEAPON_SPECIAL_BACKSTAB missing
WEAPON_SPECIAL_PLAGUE maybe 4/2?
WEAPON_SPECIAL_SLOW missing, could reuse the trait slow
WEAPON_SPECIAL_PETRIFY missing
WEAPON_SPECIAL_MARKSMAN missing, could reuse the dextrous trait icon
WEAPON_SPECIAL_MAGICAL missing, or maybe 4/2?
WEAPON_SPECIAL_SWARM missing, some rats would be nice
WEAPON_SPECIAL_CHARGE missing
WEAPON_SPECIAL_DRAIN 5/2
WEAPON_SPECIAL_FIRSTSTRIKE missing
WEAPON_SPECIAL_POISON maybe 4/2? or reuse the ability cures icon
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Re: Art request -- icons

Post by beetlenaut »

I like what you are doing fabi, but I don't like these icons: We have two BfW veterans (plus me) who can't easily tell what they mean, despite having the whole set, so we can use process of elimination. I think that means they are too hard to parse. The damage type icons are much easier to read though. Can we use 24x24 icons for everything?
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fabi
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Re: Art request -- icons

Post by fabi »

beetlenaut wrote:I like what you are doing fabi, but I don't like these icons: We have two BfW veterans (plus me) who can't easily tell what they mean, despite having the whole set, so we can use process of elimination. I think that means they are too hard to parse. The damage type icons are much easier to read though. Can we use 24x24 icons for everything?
I guess you are right for a subset of them, but not the whole bunch.
The strong and intelligent icons for example are fine and easy to parse.

The 24x24 sized icons are meant to bear a value, they are fine because there is not that much space wasted.
You have 2 informations from them, the damage type plus the resistance value in one case, the damage type plus the weapon damage in the other.
Same goes with the range icon, the image is providing the type (melee/ranged) the value tells the number of attacks per turn.

But the smaller, 16x16 sized icons don't have a value, they are meaningful on their own.
Thus making them bigger would waste space.
They are designed that small because the original purpose was to display them together with text, embedded inside the text.
Making them 24x24 would not only mean that I don't have enough space to display everything but that they can no longer used embedded in a text flow.

Modifying the current text based default theme to feature them as well (embedded), will be my next project.

But we can have the alignment icons larger.
I would be fine with 24x24 size but round, not square.
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Deusite
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Re: Art request -- icons

Post by Deusite »

The original thread.

Based on that, this is how the original artist defines the icons:

1:1 Quick
1:2 Strong
1:3 Healthy
1:4 Intelligent
1:5 Resilient
1:6 Dexterous
2:1 Loyal
2:2-6 Leadership
3:1 Ambush
3:2 Concealment
3:3 Submerge
3:4 Nightstalk
3:5 Teleports
3:6 Skirmisher
4:1 Undead
4:2 Plague
4:3 Regenerates
4:4 Heals +4
4:5 Heals +8
4:6 Cures
5:1 Mechanical
5:2 Feeding (!)
5:3 Steadfast
5:4 Fearless
5:5 Illuminates

Two icons got lost in transit: in this 5:5 and 5:6 are "Slows" and "Poisons".

Image

So from this we are missing drains, weak, slow, dim, feral, backstab, charge, petrifies, marksman (could reuse dexterous), magical, distracts (Lady Jessene), elemental, berserk, lawful, neutral, chaotic, liminal, swarms, firststrike, aged, stuns (Merman Brawler, Kaleh), inspires (Angarthing, could reuse leadership), dehydrated (UtBS), invisible (LoW), camouflage and sustenance (UtBS), elates Calens (LoW, elates=leadership) and shock (EI). Presumably there should be icons for melee and ranged as well.

There are also some campaign items that I've always thought should have some presence in the side bar: The Sceptre of Fire, Hammer of Thursagan, Void Armour, Ring of Speed, Storm Trident, Holy Water, The Ruby of Fire, Philter of Invisibility (grants the invisible trait in LoW), the miners from SoF who carry coal and gold, the units in scenario 8 of DiD who carry the book, Staff of Lightning (DM), Flaming Sword, Rod of Justice, Pure Water (could reuse Holy Water), Cold Blade, Emerald Wand of Poison, Dwarven Belt, etc. Some of these don't need icons, of course.

It may very well make sense to use 5:2 for drains, in which case we need an icon for feeding, but Orcish Shamans also have that ability, so we may need to use something else.
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Re: Art request -- icons

Post by enchilado »

I couldn't help noticing that the healing icons use the caduceus rather than the Rod of Asclepius. It's a common mistake, but one I felt compelled to correct. Perhaps it could be something like this?
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fabi
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Re: Art request -- icons

Post by fabi »

Deusite wrote:The original thread.
Based on that, this is how the original artist defines the icons: ...
Thank you.
Two icons got lost in transit: in this 5:5 and 5:6 are "Slows" and "Poisons".
Image
Included them :-)
They are done nicely but I think they are too ambiguous.
The "slows" sand clock can mean nearly everything time related but not necessarily a movement issue.
Does a spider mean poison because of the byte or slow because of the web?
So from this we are missing drains,
...
Or feeding
...weak, slow, dim,...
Since those are the opposite ones to strong, quick, and intelligent I can use their icons and paint them red.
This will do until we have proper icons or maybe even be fine permanently.
feral, backstab, charge, petrifies, magical, distracts (Lady Jessene), elemental, berserk, lawful, neutral, chaotic, liminal, swarms, firststrike, aged, stuns (Merman Brawler, Kaleh), inspires (Angarthing, could reuse leadership), dehydrated (UtBS), invisible (LoW), camouflage and sustenance (UtBS), elates Kalens (LoW, elates=leadership) and shock (EI).
Yepp.
marksman (could reuse dexterous),
I would like to use the eye (current dexterous) as marksman, since it fits for a sharpshooter.
The eye is not that intuitive for the dextrous trait, thus dextrous needs to be redone.
Presumably there should be icons for melee and ranged as well.
Yes, those are needed in the same format as the damage type ones.
There are also some campaign items that I've always thought should have some presence in the side bar: The Sceptre of Fire, Hammer of Thursagan, Void Armour, Ring of Speed, Storm Trident, Holy Water, The Ruby of Fire, Philter of Invisibility (grants the invisible trait in LoW), the miners from SoF who carry coal and gold, the units in scenario 8 of DiD who carry the book, Staff of Lightning (DM), Flaming Sword, Rod of Justice, Pure Water (could reuse Holy Water), Cold Blade, Emerald Wand of Poison, Dwarven Belt, etc. Some of these don't need icons, of course.
We can think about that while it means some coding at other places. I will keep the idea of having items for a character's possessions in mind.
It may very well make sense to use 5:2 for drains, in which case we need an icon for feeding, but Orcish Shamans also have that ability, so we may need to use something else.
Yes, let's see.
enchilado wrote:I couldn't help noticing that the healing icons use the caduceus rather than the Rod of Asclepius. It's a common mistake, but one I felt compelled to correct. Perhaps it could be something like this?
Yes, nice ones. Could you make the head of the staff more visible?

Abilities do also have the option to be disabled, so it makes sense to have different icons for that.
I will go with color shifting to a red palette for the current time.

And here is a new screenshot showing a new feature: Color Coded Resistances
http://imagebin.org/190122
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Re: Art Request -- Iconized GUI Theme

Post by Crendgrim »

I have a question concerning your layout: What happens if you have more attack types which often happens in UMC? How is the layout adjusted then?

Besides, there is one other thing I'd like to mention: The only thing I regularly look at when selecting units are life, EXP and attacks. The EXP and life still are at the top, but the attacks are quite important for me. And these you put at the very bottom, which is IMHO a bit inconvenient to use. However, that's of course only my opinion.
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Re: Art Request -- Iconized GUI Theme

Post by perseo »

Yes, I agree with you Crendgrim, maybe you can put the attacks over the resistances, which by the way is a great idea to put in a fast view. But some veteran players will say something like "Except in UMC we all know what the resistances are for most of the units..." so they will say that attacks are more important and must be more fast-view.
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Re: Art Request -- Iconized GUI Theme

Post by Drakefriend »

Ideas for the icons:
Why not currently use the images used for the status effects: skull for poison (and it's the official risk symbol!) and the snail for slow?
Dextrous could be an reticle, and concealment a variation of the other campuflage icons with a dune.
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