Search found 100 matches
- October 19th, 2006, 2:41 am
- Forum: WML Workshop
- Topic: Spacenoth Terrain Issues
- Replies: 3
- Views: 1610
- October 18th, 2006, 7:30 pm
- Forum: Users’ Forum
- Topic: Dev Questions
- Replies: 4
- Views: 1723
Thanks
Great info. I'll stay away from standing and idling for now but I want the animated terrain to work.
I made a new thread in the WML forum
Spacenoth terrain issues
Great info. I'll stay away from standing and idling for now but I want the animated terrain to work.
I made a new thread in the WML forum
Spacenoth terrain issues
- October 18th, 2006, 7:22 pm
- Forum: WML Workshop
- Topic: Spacenoth Terrain Issues
- Replies: 3
- Views: 1610
- October 18th, 2006, 7:21 pm
- Forum: WML Workshop
- Topic: Spacenoth Terrain Issues
- Replies: 3
- Views: 1610
Spacenoth Terrain Issues
[terrain] symbol_image=space id=space name= _ "Space" char=x [/terrain] #[terrain] #symbol_image=space #id=space_g #name= _ "Space G" #char=g #[/terrain] [terrain] symbol_image=starcloud id=cloud name= _ "Cloud" char=y [/terrain] [terrain] symbol_image=asteroid-field i...
- October 18th, 2006, 5:22 pm
- Forum: Users’ Forum
- Topic: Dev Questions
- Replies: 4
- Views: 1723
Dev Questions
I have a few questions piled up I haven't been able to find answers to in the wiki or on the board. Admittedly alot to look through. #1 Can there be animated terrain in Wesnoth right now? if yes I'd like details how to implement it in campaign scenarios. #2 Is there a way to override Wesnoth icons l...
- October 17th, 2006, 8:30 pm
- Forum: Users’ Forum
- Topic: Question about spacenoth
- Replies: 17
- Views: 3545
- October 15th, 2006, 12:59 pm
- Forum: Art Contributions
- Topic: Wose - the serious thread.
- Replies: 42
- Views: 10872
- October 15th, 2006, 4:17 am
- Forum: Art Contributions
- Topic: Wose - the serious thread.
- Replies: 42
- Views: 10872
- October 15th, 2006, 4:10 am
- Forum: Art Contributions
- Topic: Standing and idle animations?
- Replies: 1144
- Views: 446514
I'm with Jetryl. I don't see why the units need to be smoking and I don't find it particularily amusing. Rubbing their head with the club is alot better humor. I don't really see why they need to drink either. They're there to fight afterall. Atleast taking a drink is relatively fast, A unit first h...
- September 6th, 2006, 1:51 am
- Forum: Art Workshop
- Topic: Devling Art & Animation Input
- Replies: 77
- Views: 31182
- September 5th, 2006, 1:15 pm
- Forum: Art Workshop
- Topic: Devling Art & Animation Input
- Replies: 77
- Views: 31182
Though it looks like it wouldn't make a good north-east or north-west frame, since the skull would be upside down. That's easy to work around. Believe me. In fact it might be possible to do so already. Yeah that would be an easy thing to do and it would be fairly quick to make a new animation for t...
- September 5th, 2006, 1:04 pm
- Forum: Art Contributions
- Topic: Standing and idle animations?
- Replies: 1144
- Views: 446514
- September 5th, 2006, 1:00 pm
- Forum: Art Workshop
- Topic: Devling Art & Animation Input
- Replies: 77
- Views: 31182
One little thing. The curser on the left is confusing me. Is that a club he's waving around? Or is it is tail? If the former, why doesn't his arm move with it? If the latter, why doesn't his companion have a tail as well? :? He's bigger then the other one. Delings will look different from each othe...
- September 5th, 2006, 12:55 pm
- Forum: Art Workshop
- Topic: Devling Art & Animation Input
- Replies: 77
- Views: 31182
The curser unit tree is through level 0-3 so two are missing but to give a hint how I thought the range attack would work I did a test for the blasphemists aswell to show how the ghostly skull could upgrade into more powerful curse attacks. Thanks for the feedback and it looks a ton better with a sk...
- September 4th, 2006, 4:17 pm
- Forum: Art Workshop
- Topic: Devling Art & Animation Input
- Replies: 77
- Views: 31182