Search found 81 matches
- May 13th, 2022, 1:04 pm
- Forum: Coder’s Corner
- Topic: rnd generator
- Replies: 2
- Views: 3168
Re: rnd generator
For single-player there is a "Biased RNG" option which may do something more like what you want.
It makes results look more random, by making them less random.
It makes results look more random, by making them less random.
- May 7th, 2022, 3:58 am
- Forum: Coder’s Corner
- Topic: New Graphics System Details
- Replies: 3
- Views: 3982
New Graphics System Details
So with the help of Vultraz i've been working on constructing a compatibility layer for the current rendering system, which should allow everything to be slowly migrated towards three general goals: support for scaling on high resolution displays smooth/high-dpi fonts, images, backgrounds and game m...
- May 12th, 2008, 9:06 am
- Forum: Art Development
- Topic: wizzardz: completed.
- Replies: 247
- Views: 89619
Re: wizzardz: White Mage
From her expression, I'd say she's lost in thought (hence looking a little blank). I don't really see anything wrong with the somewhat masculine face. Perhaps downscaling hasn't done her justice? She looks more feminine if you zoom in. I'd quite like to support the face and expression here. Mainly b...
- May 5th, 2008, 6:11 am
- Forum: Art Workshop
- Topic: seeing if I've improved new sketch(bottom pg 1)
- Replies: 16
- Views: 4750
Re: seeing if I've improved...>_>
Re: getting sharp lines: As you practice, your lines will get smoother :). This is from personal experience with a variety of mediums. Until then, just zoom in and polish them up manually where they need it. Be careful not to remove line details that do serve a purpose. For example the width variati...
- May 5th, 2008, 5:58 am
- Forum: Art Contributions
- Topic: Human Mage portrait
- Replies: 37
- Views: 10915
Re: Human Mage portrait
I like the pose . A few things I noticed:
The fingers on his left hand need a bit more articulation.
His face seems awfully chubby in relation to his body.
His broach seems to be facing the viewer (not the direction he is facing) and it and the sash are centered a little strangely.
The fingers on his left hand need a bit more articulation.
His face seems awfully chubby in relation to his body.
His broach seems to be facing the viewer (not the direction he is facing) and it and the sash are centered a little strangely.
- May 5th, 2008, 5:50 am
- Forum: Art Workshop
- Topic: kSeth's Portaitpoolza Thread!
- Replies: 19
- Views: 8434
Re: kSeth's Portaitpoolza Thread!
I like the revisions, and your new portraits :). From what I remember of the originals, the revisions are a good improvement. Their emotional tone is conveyed quite well. It makes me think they are part of the same people, just as much as the similar clothing and style. It's a bit surprising to hear...
- May 4th, 2008, 10:31 am
- Forum: Art Contributions
- Topic: Desktop icon for the dev-release
- Replies: 45
- Views: 18311
Re: Desktop icon for the dev-release
oh something like:
I should make some more gears / fix them, but I'm not even sure if it's possible for this concept to work.
I should make some more gears / fix them, but I'm not even sure if it's possible for this concept to work.
- May 4th, 2008, 7:26 am
- Forum: Art Contributions
- Topic: Desktop icon for the dev-release
- Replies: 45
- Views: 18311
Re: Desktop icon for the dev-release
bah... I can see that I should have just drawn it. :p anyways you can get stuff very small and still tell what it is if you use the right technique. for example, Wesnoth sprite art. This is true. But the basic problem there is that I'm lazy :P For fun I made a clockwork shield. It's not very distin...
- May 4th, 2008, 7:10 am
- Forum: Art Contributions
- Topic: Make your own walls!
- Replies: 36
- Views: 20183
Re: Make your own walls!
Just a quick note so I can add the new templates for SVN. The only difference is that the top 36 pixels have been cropped, so the center tile is actually centered. They're pretty useless until the next dev release ;). And in fact for compatibility with 1.4 the old templates and .cfg should still be ...
- May 1st, 2008, 4:35 am
- Forum: Art Development
- Topic: Terrain macros overhaul
- Replies: 19
- Views: 11833
Re: Terrain macros overhaul
very nice :). I think simply changing the taller corner images to the same size as the smaller ones would be fine. i.e.: template_corner2.png to template_corner3.png I realize this isn't actually centered on anything useful, but it's probably the most intuitive option for by far the most common usage.
- May 1st, 2008, 4:03 am
- Forum: Art Contributions
- Topic: Castle Tutorial? | Water-Chasm Transitions
- Replies: 68
- Views: 26647
Re: Castle Tutorial? | Water-Chasm Transitions
Some dim / wavy reflections of the cave roof might look okay in place of ripples. But then I think it looks pretty cool anyway :). Here's a template sort of thing for the corners, showing how the cut-up images interact. The layer sizes are the sizes of the appropriate images. So to save a single ima...
- May 1st, 2008, 3:57 am
- Forum: Art Contributions
- Topic: Desktop icon for the dev-release
- Replies: 45
- Views: 18311
Re: Desktop icon for the dev-release
Heh, yeah I was concerned that the gear might be too hard to see when it's scaled down
- May 1st, 2008, 3:20 am
- Forum: Art Contributions
- Topic: Desktop icon for the dev-release
- Replies: 45
- Views: 18311
Re: Desktop icon for the dev-release
The idea behind the gear thing isn't that it's broken, or incomplete. It's just that it's not completely polished off and you might be able to see some rough edges where the developers are still working on it occasionally. And it was a modern gear, because well... the underlying development process ...
- April 29th, 2008, 3:15 am
- Forum: Art Contributions
- Topic: Desktop icon for the dev-release
- Replies: 45
- Views: 18311
Re: Desktop icon for the dev-release
I thought the gear-chunk-shield was a nice idea.
But then I couldn't make it look good
I gave up at this point.
Gear from http://openclipart.org/media/files/valessiobrito/2684
But then I couldn't make it look good
I gave up at this point.
Gear from http://openclipart.org/media/files/valessiobrito/2684
- April 26th, 2008, 4:04 am
- Forum: Art Development
- Topic: Terrain macros overhaul
- Replies: 19
- Views: 11833
Re: Terrain macros overhaul
Looks good, from what I can tell :). A few minor things: I have some macros to disable corner terrains, but I'll just fit them in after this is mostly in place, if they add anything useful. I don't particularly like the use of "WALL" to denote corner terrains. Partially because my indoor w...