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There have been numerous important forum posts and wiki articles written by users and developers. We reference these pages a lot, and decided to put them together in a convenient list.
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Another portrait attempt, this one for the elf fighter: a unit line that really deserves to have a face, given that it's one of the default speakers in the main campaign.
Anyway, I'm trying something slightly odd here: no actual outline, just shading. Does it work with the vaguely cell-shaded look?
I've gone through a few different versions of this guy, but I think that I now have something which will work out when finished. I would like a few comments on it before I finish it off, which will basically involve finishing the face, finding a way of making his left arm seem thinner, adding...
Hello everyone. A friend of mine nudged me here today asking me to download this game. Being Battle for Wesnoth obviously ;)
After trying the game he suggested I'd donate some of my artwork to this project which sounded like a good idea at the time, and since it still sounds like an excellent...
The icons are superb but some units were forgotten and lack of weapon icons... mostly in campaings specific units.
Kalenz is an example, his sword icon is missing.
(Yeah not really art development...)
I recently unearthed a graphics tablet (aka stylus) and have been giving it a bash. I was wondering if there are any other wesnoth artists who use one and could give me a few pointers in their use. So far I haven't found it all that much better then the mouse,...
I'm making a wiki page for my GUI proposals. It isn't possible to upload images directly to the wiki so I'll put theme here. This thread has no other purpose so feel free to ignore it.
Less of an RFC than just a statement. Based on a little collaborative work between me and Neo, we now have a new appearance for the necrophage. The graphics for the old necrophage have now become the graphics for the ghoul.
As for team coloring; I'm somewhat baffled as to how I'd go about doing it...
It is very useful for avoiding conflicts with unit art, however it has an ugly maintenance downside. The working theory is that we can always find where unit images may appear, grab an appropriate unit configuration file, and apply team coloring....
This extremely useful page seems to have become slightly out of date. Particularly the size specifications, which appear to have been overtaken by Creeping Biggerism. Also, some mention of Team Colour and a link to the TC tutorial wouldn't hurt.
Could one of the Art Devs (Jetryl?) please update...
I'm reimplementing Wercator , and am to the point of deciding which rendering backend to create first. I'm considering either the Gimp (except as a real plugin, rather than the Gimp-Perl monstrosity of yesteryear) or directly creating an SVG file. SVG is of somewhat more interest to me, since it...
i've gotten tired of seeing cave wall used as the blocking terrain.
here's a rough of my idea for impassable terrain.
Imagine this as steep, jagged, (volcanic?) rock.
this will use the transition template i used for chasm only upside-down, which should allow them to look very steep.
I've made an attempt to teamcolor a good number of the Undead units. Possibly more interesting than the images themselves is the script I used to automate it; it's a simple Ruby script that uses ImageMagick to replace all occurences of certain colors in an image with one of the valid teamcolor...
Ok quartex, here is the base image for that Sentinel.
It doesn't have any animations yet, as I thought I should see if you like it before I go too far.
I don't know how obvious this is, but it is basically a hack of an existing unit. I included the Desert Hunter's cute little cap, just to keep the...
Greetings, all you sweet and awesome designers! I just dropped in from the music dept to give you an idea. If this has already been covered extensively somewhere (I didn't see it in recent threads), just move this or delete it.
I think it would be sweet to have a big library of architecture. What...
There are several transitions besides the land water ones I would like to see updated.
I made a new one for grassland based on the savanna one. I made it extend less than the savanna one. The goal was a get a more random one. And I've always found the current one very grainy.
Here is my current proposal for updating the way terrain graphics are determined. Please constructive discussion only. Posts that are not contributing to the discussion of the proposal will be moved or deleted without explanation.
The idea is to bring a more obvious order to the way in which...
A while back I started to toy around with overlaying multiple terrain transitions on top of each other. For example, for hills next to water, I could layer a grassland-to-water transition under the normal hill transition, creating a smoother coastline, which looks a lot nicer, without the need to...
Eleazar, did some further work on your chasm edit. I think it's coming along, although I'm not to satisfied with the near edge yet. Not sure what to do with it. I'll attach a zip of them if you want to do some edits on them again. Some screenshots also for you to comment on.
I wasn't satisfied of the current desert road. It has far too much contrast compared to every other terrain tile, so I started to adjust it a bit.
The topmost picture has the original desert road tiles. The lowest picture might be a little too similar to the dirt road and contrastless. Maybe the...
As you may or may not remember, I started this portrait two or three months ago. As is often the way, school and similar meatspace concerns interfered, and it's simply been that long since I had the time and energy necessary to work on this. :(
There's a Runemaster the mainline in game. I'm not sure how it's used, but i've run across 2 sets of (IMO) better graphics.
1) Asereje's and
2) Shadow's zipped here and shown here.
I don't see why the current runemaster graphics shouldn't be replaced with one of these...
I realized that the new attack icons (I love them!) have a stronger sense of direction than the old attack icons.
Most of them suggest an attack from left to right.
If the attack icon for the defender is mirrored in the window, where the user selects the attack type, it will face to the left....
Currently there's no way of telling by the UI what the AoI of a given hex is. A MoL, a campfire, or an Evil spell may change the AoI of a hex. But the UI doesn't tell you how much. The most common example is the MoL: Are the hexes adjacent to a MoL equivalent to Dawn/Dusk or Day? The UI should tell...
One is a rough terrain which will be aliases to hills . The other is a mushroom forest which will be a new type of terrain with it's own set of defense values for the various units.
This should allow for a bit more defense value variety in subterrain...
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