Search found 1693 matches
- March 24th, 2014, 10:33 pm
- Forum: Art Workshop
- Topic: Draconian Era - Art thread (Or lack of art thread)
- Replies: 51
- Views: 20573
Re: Draconian Era - Art thread (Or lack of art thread)
head should be smaller relative to the rest of the body. the hilights on the chestpiece and the black shirt make no sense to me. overall the entire body/clothing doesn't look 3d, it looks like someone draw a bunch of brush swooshes and then tried to make them symmetrical, not like someone tried to r...
- March 24th, 2014, 9:00 pm
- Forum: Art Workshop
- Topic: Tutorial: the square to hex tile transfer function
- Replies: 24
- Views: 13435
Re: Tutorial: the square to hex tile transfer function
Looks like the images were hosted on a third-party server (likely the private website of Sgt. Groovy, who posted this tutorial), and this server (koti.welho.com) is not responding to HTTP (or ping, for that matter) anymore. Maybe it doesn't want your pings, maybge it wants nice pictures in return f...
- March 24th, 2014, 8:17 pm
- Forum: Off-Topic
- Topic: Questions about D&D.
- Replies: 86
- Views: 33414
Re: Questions about D&D.
butthe fifth isnt out yet! I ve never palyed D&D but it's sometimes interesting to read the posts where people who have their idea which for the most of rest of us are only ever up in the air more clearly evaluated by the commercial strength or weakness of their works.
- March 24th, 2014, 8:13 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: Wesnoth 1.11.11 (1.12 beta 2)
- Replies: 8
- Views: 10691
Re: Wesnoth 1.11.11 (1.12 beta 2)
dont get me wrong i think the flat tiles are wayyyy better.
- March 24th, 2014, 7:06 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: Wesnoth 1.11.11 (1.12 beta 2)
- Replies: 8
- Views: 10691
Re: Wesnoth 1.11.11 (1.12 beta 2)
why screens 1 and 4 usetextures for minimap tiles but screens 2 and 3 use flat tiles?
Re: Bosses
wesnoth discourages save-loading, i think it's never intended for a player to do it as part of the mechanism of solving a level. Save-loading is a meta thing outside of game mechanics, mostly a measure to overcome your previous bad judgment, not a way to react to new information received about the l...
- March 1st, 2014, 1:36 pm
- Forum: Users’ Forum
- Topic: [Ask] Hierarchical Grand Campaign
- Replies: 4
- Views: 2392
Re: [Ask] Hierarchical Grand Campaign
There are a few RPG campaigns that have an overland map for navigation between the (scripted) scenarios. Altaz Mariners and (partly) Bad Moon Rising are two. Non-RPG campaigns, with unscripted scenarios, wouldn't work well because the "battles" would get very repetitive and boring. You'd h...
- February 25th, 2014, 5:27 pm
- Forum: Art Workshop
- Topic: Centralized resources pack
- Replies: 3
- Views: 2232
Re: Centralized resources pack
HelloI was looking for the linux's rpg maker when I found TBoW. TBoW is awesome so I decided focus.
it's Battle for Wesnoth, not Battle of Wesnoth. This is because, every battle you fight in the game, you fight for Wesnoth, the god of blood.
- February 21st, 2014, 1:14 pm
- Forum: Art Contributions
- Topic: Ricefields and dikes
- Replies: 4
- Views: 5212
Re: Ricefields and dikes
Nice! I think the "rice" can work just as well for carrots or many short other grown plants.
- February 21st, 2014, 12:54 pm
- Forum: Off-Topic
- Topic: Games discussion
- Replies: 352
- Views: 182841
- February 10th, 2014, 1:54 am
- Forum: Art Contributions
- Topic: Khalifate facelift: Redux
- Replies: 387
- Views: 154101
- February 9th, 2014, 5:24 pm
- Forum: Art Contributions
- Topic: Khalifate facelift: Redux
- Replies: 387
- Views: 154101
Re: Khalifate facelift: Redux
i notice that these - and really all your units, have always almost the exact same brightness overall? Are you sure that is good, I think a pattern of light areas and dark areas within a unit, and darker units and lighter units overall, are useful for telling units apart?
- February 2nd, 2014, 5:27 pm
- Forum: Art Workshop
- Topic: Terrain Elevation
- Replies: 5
- Views: 4394
Re: Terrain Elevation
the gradient of (swamp -> flat terrains -> hills -> mountains -> impassable mountains) is the poor man's height gradient!
- January 29th, 2014, 3:01 pm
- Forum: Art Contributions
- Topic: Ideas for a UI facelift
- Replies: 123
- Views: 59972
Re: Ideas for a UI facelift
I'd think keeping both themes available will be a huge overhead for further GUI development in the long run?
- January 19th, 2014, 7:22 pm
- Forum: Off-Topic
- Topic: The User Art Topic
- Replies: 318
- Views: 179396
Re: The User Art Topic
I like the tree on the right, the rest looks really "wavy" and shapeless - esp the pose of the human.