Proposal renewed lizardman graphics
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If this were 1996 I would totally understand that reasoning, But it is almost 2006!!! Why don't you use transparent for transparent pixels?Neoriceisgood wrote:Yup this is the reason; white tends to appear in images alot; so having a white background could result in random lightgrey pixels etcetera appearing next to the image; The pink is just a colour I would NEVER use.ivanovic wrote: AFAIK the reason for this is easy. All the stuff that is purple is meant to become transparent. This way it is rather easy to define the transparent parts. You simply use a color that should appear *nowhere* else and this one is used as marker for the transparent parts. But now there is a real problem with that color. Team color stuff often is using such a magenta color...
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- Kestenvarn
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What the heck, MS Paint?
Ouch.
Fore!.
And that, my fellow forumers, is basically the main reason for the great reputation of Neorice. He Paints like GIMP.
*closes children book*
And that, my fellow forumers, is basically the main reason for the great reputation of Neorice. He Paints like GIMP.
*closes children book*
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"I know that, but every single person nags about how negative turin is; it should be in the FPI thread "Turin should give positive comments" =)"-Neorice,23 Sep 2004

Turn on, tune in, fall out.
"I know that, but every single person nags about how negative turin is; it should be in the FPI thread "Turin should give positive comments" =)"-Neorice,23 Sep 2004
OK. Neo, I'm going to move on putting the replacement graphics in. The sooner you can provide finished animations, the better.
I'm also going to reshape the "tribalist" (soon to be augur) line as I had said earlier, though I'll wait on that until the animations are in. There will be a 1.1 release soon, which should make creating team color graphics a good deal more sane than it has been.
As for the NEW saurians, here are the ones I'd really like to put in, and I'd like you to both describe their purpose/stats, and make level-3s for them.
I'm also going to reshape the "tribalist" (soon to be augur) line as I had said earlier, though I'll wait on that until the animations are in. There will be a 1.1 release soon, which should make creating team color graphics a good deal more sane than it has been.
As for the NEW saurians, here are the ones I'd really like to put in, and I'd like you to both describe their purpose/stats, and make level-3s for them.
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- Maeglin Dubh
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Those are both artwork based on my unit design (AFAIK) and some stats can be found in the Saurian Faction thread, but not all. I'll work on putting up complete stats as soon as I can.
Edit: Here's the tree...
The Draloki are the one's you're looking at. It's one line that splits, but as I'm not the artist, I'm not entirely sure which ones are which.
Edit: Here's the tree...
Code: Select all
Saurian Skirmisher > Saurian Ambusher > Saurian Flanker
Draloki Blade > Draloki Bladeslinger > Draloki Stormslinger
> Draloki Shadower > Draloki Predak
Saurian Skald > Saurian Juggler > ? (Never gotten this one...)
Saurian Tribalist > Saurian Icecaster
> Saurian Soothsayer
Last edited by Maeglin Dubh on December 29th, 2005, 3:49 pm, edited 1 time in total.
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The first one follows the design of a Chameleon unit; and should possibly be one of the stealthiest units in the game, as there are plenty of skills that represent "stealth" tactfully combining these skills obviously fits the unit;
Not sure about the second guy yet.
Not sure about the second guy yet.
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An interesting thought that I would have would be of them having a special ability that activates only in certain terrain.
Imagine that, only in swamp, they had a combination of the three abilities you had mentioned - backstab, ambush, and skirmisher - not merely ambush being active only there, but skirmisher and backstab as well.
Heck, the unit could also have 6 moves, but have it only active on that terrain, and have them be slow everywhere else.
Similar things, such as a skirmish-only-on-forest ability, would be darned nice for other races like the elves.
Imagine that, only in swamp, they had a combination of the three abilities you had mentioned - backstab, ambush, and skirmisher - not merely ambush being active only there, but skirmisher and backstab as well.
Heck, the unit could also have 6 moves, but have it only active on that terrain, and have them be slow everywhere else.
Similar things, such as a skirmish-only-on-forest ability, would be darned nice for other races like the elves.
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One of my long term goals is to make this sort of thing possible. I, however, am not going to work on it until I have in place an AI that can handle such flexibility in unit abilities.Jetryl wrote:An interesting thought that I would have would be of them having a special ability that activates only in certain terrain.
Imagine that, only in swamp, they had a combination of the three abilities you had mentioned - backstab, ambush, and skirmisher - not merely ambush being active only there, but skirmisher and backstab as well.
Heck, the unit could also have 6 moves, but have it only active on that terrain, and have them be slow everywhere else.
Similar things, such as a skirmish-only-on-forest ability, would be darned nice for other races like the elves.
"you can already do that with WML"
Fight Creeeping Biggerism!
http://www.wesnoth.org/forum/viewtopic. ... 760#131760
http://www.wesnoth.org/forum/viewtopic. ... 1358#11358
Cool.Darth Fool wrote:One of my long term goals is to make this sort of thing possible. I, however, am not going to work on it until I have in place an AI that can handle such flexibility in unit abilities.Jetryl wrote:An interesting thought that I would have would be of them having a special ability that activates only in certain terrain.
Imagine that, only in swamp, they had a combination of the three abilities you had mentioned - backstab, ambush, and skirmisher - not merely ambush being active only there, but skirmisher and backstab as well.
Heck, the unit could also have 6 moves, but have it only active on that terrain, and have them be slow everywhere else.
Similar things, such as a skirmish-only-on-forest ability, would be darned nice for other races like the elves.
On a side note, the skirmisher and flanker have been committed, and use the new team color system.
This is what they look like:

Neo - when you do team colors in the future, please sample them from the following pallette. This is a WML macro which all units that I apply team coloration to will use, and global changes can be applied to it (I've already done one, actually). For an example of what units look like with it applied, look at the knight. You can also sample from units to which it has already been applied.

As for animating the rest of these fellows - when you animated the tribalist line, please have them jump back and forth from foot to foot, and wave their arms in the air at the same time. The idea behind this is to be a sort of voodoo dance.
Make this a long and complicated animation (some 5-8 frames), because this same basic animation can be cloned between all three levels of the line.
The trick is - the magic "pyrotechnics" will be different for each level. I'd like to do those myself, since I have some rather interesting ideas of what to do to these guys, and am most familiar with doing such things in-game.
Last edited by Jetrel on December 31st, 2005, 8:15 am, edited 1 time in total.
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If you don't mind, I'd rather have you do the tribalist magical animations; you have proven yourself far more capable of using light effects and halos in animations for magic-using units, and I'm quite positive that at the time anything you'd do for their animations would be better than my attempts.
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