Search found 148 matches

by jonadab
April 13th, 2006, 6:33 pm
Forum: Ideas
Topic: Units with different sprites for different terrains.
Replies: 23
Views: 3751

Would units be able to visually sink into snow/sand like they do in shallow water? Maybe they would if there were "deep snow" and "quicksand" terrain types. I tend to think those sorts of terrains would be best left for user-created content, but having the capability in the game...
by jonadab
April 8th, 2006, 2:48 pm
Forum: Ideas
Topic: Discussion on LKML
Replies: 7
Views: 1642

(Personally I'm not that fond of every program having its own environment variables set, if it can be avoided -- I prefer things to be specified on the program's command line). Agreed. What the people on LKLM were missing when they suggested environment variables is that Wesnoth is not *nix-only. S...
by jonadab
April 8th, 2006, 2:36 pm
Forum: Ideas
Topic: Units with different sprites for different terrains.
Replies: 23
Views: 3751

This would be really useful for units like Manders (link: http://www.wesnoth.org/forum/viewtopic.php?t=9506&highlight= ), who really should have small one-person flatboats with them, and use the boats in wet terrains, but carry them on their backs elsewhere. It would also be useful for "dig...
by jonadab
April 6th, 2006, 5:56 am
Forum: Art Contributions
Topic: Malevolent Castle
Replies: 42
Views: 10774

latest version

Here's my first attempt at a rotated tower for the side. Aside from the fact that the bricks obviously aren't the same as on the other tower and the walls, there is I think something additional wrong with this tower, but I can't put my finger on it. (I don't mean the missing top crenelations; variou...
by jonadab
April 3rd, 2006, 12:41 pm
Forum: Art Contributions
Topic: Malevolent Castle
Replies: 42
Views: 10774

The problem with the side towers is... You need to rotate them 60 degrees. JW said something about this as well, and I've now added it to the TODO list, above, as well as flooring. Meanwhile, I've started work on moss, and I think moss is going to be very doable, much more representable than ivy in...
by jonadab
April 3rd, 2006, 1:45 am
Forum: Art Contributions
Topic: New attack buttons - scratchpad
Replies: 1181
Views: 248465

ink attack icon

the thing with ink is that real inky is black. Generally even the inkiest of inks is technically blue (unless it's deliberately made another color, such as red or green, but that's not the kind of ink we're talking about). Natural ink is admittedly such a *dark* blue that yes, when in concentrated ...
by jonadab
April 2nd, 2006, 1:10 am
Forum: Ideas
Topic: RFC: terrain/map expansion/overhaul
Replies: 7
Views: 1611

How would that affect units' movement and defense numbers? It wouldn't. Notice that I have consistently used the terminology "terrain set", deliberately avoiding the terminology "tile set", which would be misleading. Each character in a terrain set corresponds to a _terrain_, wh...
by jonadab
April 1st, 2006, 3:30 pm
Forum: Ideas
Topic: RFC: terrain/map expansion/overhaul
Replies: 7
Views: 1611

Using 2 2D arrays would basicly make the maps only creatable with the map editor. We wish to keep it easy to make maps with any text editor. This proposal was deliberately designed to allow maps to be edited with any text editor (well, any text editor that uses a fixed-width font). As noted, things...
by jonadab
March 31st, 2006, 3:36 pm
Forum: Ideas
Topic: RFC: terrain/map expansion/overhaul
Replies: 7
Views: 1611

RFC: terrain/map expansion/overhaul

The game is running out of printable ASCII characters for representing terrains on maps. It is desirable to stick with printable ASCII characters, but it is desirable to have only one character per terrain, and it is desirable to keep things simple -- yet, there is a desire for more variety of terra...
by jonadab
March 31st, 2006, 2:49 pm
Forum: Art Contributions
Topic: Malevolent Castle
Replies: 42
Views: 10774

finally got back to this...

Sorry for the delay. I inadvertently allowed real life to interfere with Wesnoth. Shame on me. Anyway, here's a quick shot with a shorter front wall, and a couple of the towers flipped horizontally. You can see the rear and side walls at the old height for comparison. I'm thinking the spikes on top ...
by jonadab
March 18th, 2006, 12:33 am
Forum: Users’ Forum
Topic: Wesnoth "Commercial"
Replies: 89
Views: 18783

I am almost certain I can make movies in .avi or.mpeg These are, for video (edit: assuming you need sound, not just animation), the two most widely supported formats, I think. MPEG is somewhat more widely supported than .avi, but both will in general work on most platforms, and neither is really tr...
by jonadab
March 13th, 2006, 3:30 am
Forum: Users’ Forum
Topic: Battle For Wesnoth Game Saves Share
Replies: 3
Views: 963

I would love to see how others play "The Vanguard"Snario in The Rise Of Wesnoth campaigne.Any one Wanna Share this one with me?? Update: This doesn't seem to play quite exactly right in the version of Wesnoth that I have now. In particular, the hitpoints don't always track what they were ...
by jonadab
March 13th, 2006, 3:08 am
Forum: Users’ Forum
Topic: Wesnoth "Commercial"
Replies: 89
Views: 18783

You could use the realplayer format. What possible reason could there be for choosing a proprietary format that's a royal pain to work with and only works with one company's proprietary software, which is not widely deployed, is nagware of the worst kind, has serious performance issues, and additio...
by jonadab
March 11th, 2006, 5:05 am
Forum: Art Contributions
Topic: Tcolours and recruiting
Replies: 9
Views: 1902

It seems to me we need to either create a tcolored-for-side-1 version of each unit, so we can use them in places like this, or (preferrable) find some way to make every image in the game displayed as if magenta is the team color, except in-game when the unit file says otherwise. Bear in mind, team-...
by jonadab
March 10th, 2006, 3:46 pm
Forum: Art Contributions
Topic: Malevolent Castle
Replies: 42
Views: 10774

take 4

I've gone ahead and sketched up stone walls, with the pikes coming out of the top. I think this basically looks okay, although I'm not sure whether the height of the wall is right, and I'm not sure about the spacing of the pikes, nor am I certain I've drawn the pikes correctly. For a concept sketch,...