Additional level 0s
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- Ken_Oh
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Re: Additional level 0s
To you and anyone else who wants to ask the same question: Yes, you may. In fact, I should say please use them.
Hmm, did we lose anything because of the server crash? I can't remember.
Hmm, did we lose anything because of the server crash? I can't remember.
Re: Additional level 0s
werent you working on goblins or something? i remember you started on some nonhumans... cant remember exactly what.
- Ken_Oh
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Re: Additional level 0s
Ah, yeah, I'm looking through everything and it looks like there is a bunch that I need to re-upload. It will probably be next week as I'm busy with other Wesnoth stuff.
Re: Additional level 0s
I'll just post my newest Squires in here.
Here I postet my first ones:
http://www.wesnoth.org/forum/viewtopic. ... a&start=75
One with a small horse: And one with a donkey (my personal favorite):
Here I postet my first ones:
http://www.wesnoth.org/forum/viewtopic. ... a&start=75
One with a small horse: And one with a donkey (my personal favorite):
- thespaceinvader
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Re: Additional level 0s
A donkey is not just a grey horse =P Some long ears would make it look more donkey-like.
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Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
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Re: Additional level 0s
and erase the mane.
Re: Additional level 0s
Yes, I already tried to give him long ears but it looked stupid So I first changed his tail, but I could try again....thespaceinvader wrote:A donkey is not just a grey horse =P Some long ears would make it look more donkey-like.
Well, Donkeys also have a mane. Maybe it's not the best example... So I tried to shorten his mane and make it darker. I probably have to fix this on the movement frame I already did for the SquireSyntax_Error wrote:and erase the mane.
Last edited by eisfrei on August 21st, 2008, 12:18 pm, edited 4 times in total.
Re: Additional level 0s
and squires on donkeys woudl look strange anyway.
remember "squires" are nobles and will become knights oneday. the elder squires (so these that are not 14years old or something, instead 18 or older) were also quite good fighters already.
nobody you would put on a donkey like common people
remember "squires" are nobles and will become knights oneday. the elder squires (so these that are not 14years old or something, instead 18 or older) were also quite good fighters already.
nobody you would put on a donkey like common people
The best bet is your own, good Taste.
Re: Additional level 0s
But don't you think it works better for the logic, if we put him on something less than the horsemen has? everytime the horseman advances he changes his horse into something bigger (except the lancer). and a very very little horse just doesn't make much sense (and it looks stupid with the proportions). But a donkey is that small.Mabuse wrote:and squires on donkeys woudl look strange anyway.
remember "squires" are nobles and will become knights oneday. the elder squires (so these that are not 14years old or something, instead 18 or older) were also quite good fighters already.
nobody you would put on a donkey like common people
But I agree of what you saying to a "real" Squire - maybe we should find a other name for it....
Re: Additional level 0s
I finished the animation-frames for the Squire on a donkey.
Here in a animation:
Re: Additional level 0s
Looks good except the stick looks weird in either the third or fourth frame (I think). Other then that I don't see a problem.
Re: Additional level 0s
donkey = good move in mountains
Re: Additional level 0s
I used the same sticks like in the horseman animation frames. The big problem is the end of the stick in the fourth frame. But when you see the animation I think it's enough that the stick angle changes... But 'cause we all dare for perfection I could try to improve the stick-ends.Mirion147 wrote:Looks good except the stick looks weird in either the third or fourth frame (I think). Other then that I don't see a problem.
Other things to do:
- change mane color and size.
- make death frame (there isn't one yet for the horseman )
- change the handcolor in the fourth frame
- make longer ears
... still stuff to do
Last edited by eisfrei on August 22nd, 2008, 11:20 am, edited 2 times in total.
Re: Additional level 0s
do you really think we should give the L0 unit an advancement, which the further units (L1,L2,L3) don't have? And the implementation will be hard because the Squire shares his movement, defense and resistances with the other horsemen...nehuen wrote:donkey = good move in mountains
On the other hand, the Grand Knight looses 1MP in his advancement, so it might be ok to give him mountain capabilities, that he looses later again...
- Ken_Oh
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Re: Additional level 0s
While some of the other lvl 0 units I've made don't exactly follow RIPLIB, you wouldn't want to do that because Cavalryman, Horseman and everything those level up into cannot walk on mountain hexes. If the mounted squire happened to level up while on a cluster of mountain tiles, it wouldn't be able to move in any of its later forms.eisfrei wrote:do you really think we should give the L0 unit an advancement, which the further units (L1,L2,L3) don't have? And the implementation will be hard because the Squire shares his movement, defense and resistances with the other horsemen...nehuen wrote:donkey = good move in mountains
On the other hand, the Grand Knight looses 1MP in his advancement, so it might be ok to give him mountain capabilities, that he looses later again...
Another detail: to differentiate your squire from mine, you should come up with a name like Mounted Squire or something. You don't actually have to call it in-game if you don't want to, but the unit ID has to be different.