Search found 151 matches

by yobbo
October 18th, 2005, 1:27 pm
Forum: Music & Sound Development
Topic: New campaign music!
Replies: 16
Views: 5957

I just played a little wesnoth with "Campaign music 01" playing in the background and I really enjoyed it. I think both the length and the dynamics are perfect. I particularly liked the changes in tempo and mood and felt it would be a very versatile piece of music in game, although I only ...
by yobbo
October 13th, 2005, 9:19 am
Forum: Art Development
Topic: paved roads
Replies: 99
Views: 38677

I felt like candy-coloured roads so here we go. I've been staring at coloured rocks for a couple hours and they all look the same to me, so: what should I change? I haven't done any transitions yet. Please blame Kestenvarn's signature for this. I'm not sure whether it should have straight edges, sem...
by yobbo
October 13th, 2005, 8:52 am
Forum: Art Contributions
Topic: swamp tiles
Replies: 80
Views: 21658

'cos as we all know by now I love screenshots:

I don't really like the idea of making reeds by drawing single reeds then multiplying them. Or I would've done this already :?.
by yobbo
October 9th, 2005, 3:11 pm
Forum: Art Contributions
Topic: swamp tiles
Replies: 80
Views: 21658

If anyone's interested in doing this, I had pulled together some Gimp plugins to do some of the work. I can't promise I'll do anything with them but I'd be curious to take a look at the gimp plugins. How were all the castle wall graphics (the base ones, too) made? I couldn't even really figure out ...
by yobbo
October 8th, 2005, 1:27 pm
Forum: Art Contributions
Topic: swamp tiles
Replies: 80
Views: 21658

yobbo, have you done any updates or is the latest one you posted here current? The latest version posted here is current However I did make a swamp ruin base tile (just made it a bit transparent over a castle tile, similar to the sunken ruin tile) and applied the transitions to it. I'll post them n...
by yobbo
October 7th, 2005, 5:56 am
Forum: Art Development
Topic: paved roads
Replies: 99
Views: 38677

I had tried sharpening the current tile, but it didn't quite look right to me. I just ran it through a couple unsharp masks and reduced the contrast a bit to compensate.

I originally drew the rocks double size. Here's a copy that I only shrunk vertically (by 50% for easy edge matching).
by yobbo
October 7th, 2005, 4:26 am
Forum: Art Development
Topic: paved roads
Replies: 99
Views: 38677

paved roads

I started messing around with a paved road tile, but I'm not really sure what direction to take it in. As square cobblestones might look a bit funny in a hexagonal world I just went for a "take a bunch of flat-ish rocks and butt them up together" kind of road. I wasn't even sure what persp...
by yobbo
October 6th, 2005, 2:02 am
Forum: Art Contributions
Topic: Wesnoth main screen image
Replies: 33
Views: 8096

Okay, Wesnoth may be a strategy game, but it's also a WAR GAME. I don't know about you guys but war is bloody, and gory. So therefore, wouldn't the background need to have some degree of gore/violence. You can't have a teaparty war. While we're at it, we can change that silly squeaky "oof"...
by yobbo
October 2nd, 2005, 12:53 am
Forum: Art Contributions
Topic: Lava adjacent tiles...
Replies: 52
Views: 18229

Looks good. I would say go further with making the edges in the 2 sided transitions closer to a straight line, to remove some of the waviness when you have a line of lava hexes as in your screenshot. Err, I'll post a savannah transition to demonstrate what I'm talking about :). Artwork can't cause b...
by yobbo
September 30th, 2005, 6:39 am
Forum: Art Contributions
Topic: swamp tiles
Replies: 80
Views: 21658

Nothing new just yet, just a question. The little ripples around the bridge tile are bright blue, which looks fine in water, but when it's next to my dark green swamp it looks a bit silly. So I recoloured them dark green for swamp bridges, but then realised bridges are always placed on shallow water...
by yobbo
September 27th, 2005, 5:40 pm
Forum: Art Contributions
Topic: swamp tiles
Replies: 80
Views: 21658

khamul wrote: When merging bogs with water, can you add little rivulets?
I actually tried this first. I would love to pull it off. But the amount of edge matching that would have to be done would surely drive me insane :?.
by yobbo
September 27th, 2005, 5:30 pm
Forum: Art Contributions
Topic: swamp tiles
Replies: 80
Views: 21658

Alright - I fixed the hex outlines by following Jetryl's suggestion and recycling the ripples from the ocean tile, in stead of using mine (which weren't well matched up). Hopefully this also made the background less bland. I've still aimed for standing (stagnant I suppose) water, though. I also adde...
by yobbo
September 27th, 2005, 10:06 am
Forum: Art Contributions
Topic: swamp tiles
Replies: 80
Views: 21658

Not sure about the dirt. I kind of like that not all terrain has the same blended transitions. If you're interested in working on more terrain I can give you some pointers one what is being worked on and what it would be nice if someone had a go at. I think it would look nicer with specific water-d...
by yobbo
September 26th, 2005, 2:49 pm
Forum: Art Contributions
Topic: swamp tiles
Replies: 80
Views: 21658

Erm, I just realised the hex outlines came back with a vengance. Will fix it later. Re: types of swamp I was aiming more for bog than marsh... an extra salt-marsh terrain would be nice for seaside swamps, looking more like scott's posted photos. Bog is easier to draw though ;). And yep, that was a l...
by yobbo
September 26th, 2005, 2:36 pm
Forum: Art Contributions
Topic: swamp tiles
Replies: 80
Views: 21658

Thanks for the suggestions and somewhat positive feedback :). That WML stuff drove me nuts until I realised that a) putting a modified terrain-graphics.cfg in ~/.wesnoth/data doesn't work, and b) it matters what order things are in. I got it working with some extra reedy / grassy things in the end. ...