I'm not sure if you guys need spell attack icons, but i'm working on a set over at Open Game Art in a similar style to the Wesnoth attack icons.
http://opengameart.org/content/painterl ... ons-part-1
http://opengameart.org/content/painterl ... ons-part-2
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Search found 93 matches
- Tue Feb 15, 2011 10:01 am
- Forum: Artwork
- Topic: Item/Weapon/Technique Icons
- Replies: 90
- Views: 68952
- Sat Apr 04, 2009 10:13 am
- Forum: Design
- Topic: how to do (or not to do) elevation [a query]
- Replies: 3
- Views: 4854
Re: how to do (or not to do) elevation [a query]
Winter knight, thanks, that example is a rather clever way of implementing bridges with "fake" elevation cliffs. I see i did a really lousy job of explaining what i was after. I'm not especially interested in bridges per se, that's just an example of something a robust elevation system could do. IIR...
- Fri Apr 03, 2009 3:59 pm
- Forum: Design
- Topic: how to do (or not to do) elevation [a query]
- Replies: 3
- Views: 4854
how to do (or not to do) elevation [a query]
Hi. I remember a year or two ago you had plan to include elevation in the game, so that you could actually make a bridge that characters could go under and over the same spot. I don't see any of that in the current demo. Did you have to scrap the idea because it was too complicated? If someone could...
- Fri Jun 22, 2007 11:38 am
- Forum: Design
- Topic: Font Discussions
- Replies: 32
- Views: 21925
My vote goes to Libertine Caps for titles and menus, and regular Libertine for everything else. I'm surprised you can't tell the difference between Libertine and Junicode, roots :cool: Check out the capital W's for the biggest difference. Also, I think Junicode's capital T is a little too wide. Lib...
- Thu Jun 14, 2007 10:38 pm
- Forum: Artwork
- Topic: Geometry and isometry of the world " Hero of Allacrost
- Replies: 5
- Views: 5709
- Tue Jun 12, 2007 10:22 am
- Forum: User Feedback
- Topic: Some feedback on the 0.2.0 demo
- Replies: 34
- Views: 23334
Well, progress has certainly been made. The #1 thing graphic issue that i noticed is there are no shadows, around buildings, but especially under the people. I believe shadows would greatly increase the believability and readability of the game world. And i've previously raised my voice for the obvi...
- Sat Jun 09, 2007 10:31 am
- Forum: Artwork
- Topic: when the NPC just really has to talk
- Replies: 13
- Views: 6741
My thought would be to have these only appear when the player walks near (withing 5-7 tiles of) someone they haven't talked to yet, with the major exception that certain dialogues flagged as "important" would always show an indicator, regardless of the player's position. :approve: I'm -hoping- some...
- Wed Jun 06, 2007 7:54 am
- Forum: Artwork
- Topic: when the NPC just really has to talk
- Replies: 13
- Views: 6741
...Besides, I have to admit that the "speech bubble" is more intuitive. Maybe it can be an option (bubble icon (default)/current icon/no icon) in the menu somewhere. I don't really care that you dislike the version i made, but the suggesting that this element should be alterable in the preferences ...
- Tue Jun 05, 2007 10:54 pm
- Forum: Artwork
- Topic: when the NPC just really has to talk
- Replies: 13
- Views: 6741
when the NPC just really has to talk
i just played the demo.
here's a less mechanical dialog bubble.
[img:128:128]http://www.jwbjerk.com/dl/dialogue_icon.png[/img]
here's a less mechanical dialog bubble.
[img:128:128]http://www.jwbjerk.com/dl/dialogue_icon.png[/img]
- Sat Jun 02, 2007 2:09 pm
- Forum: Artwork
- Topic: NPC Dialogue issue
- Replies: 9
- Views: 4948
An enlarge front-view seems to be a reasonable stand-in for a custom character portrait. A better idea IMHO than generic portraits. I believe it's important to have a visual indication of who's talking. Of course, the best is to have portraits done for every PC & NPC with emotional variations, but i...
- Fri Jun 01, 2007 7:44 am
- Forum: Ideas and Game Features
- Topic: Late-game shopping considerations
- Replies: 28
- Views: 23255
Re: Late-game shopping considerations
(to be explicit; it's the "why aren't they giving you the über-items for free if it's clear that you're the hero who's gonna save the world?" situation.) I've seen games in which the merchants will give you an increasingly large discount based on the player's reputation. The guy still needs to make...
- Mon Mar 19, 2007 1:25 pm
- Forum: Artwork
- Topic: Desert Cave Tileset
- Replies: 46
- Views: 34270
- Sun Mar 11, 2007 11:20 am
- Forum: Artwork
- Topic: Item/Weapon/Technique Icons
- Replies: 90
- Views: 68952
- Mon Feb 26, 2007 3:13 pm
- Forum: Ideas and Game Features
- Topic: Character Growth
- Replies: 9
- Views: 7914
Another method to fill in the dry spots between leveling would be to allow the player to spend free XP points whenever he wants. I like to have a certain amount of control over how the character develops. Then automatic advances would be applied after gaining a level. The cost might vary for differe...
- Mon Feb 26, 2007 2:51 pm
- Forum: Artwork
- Topic: Elemental icon graphics
- Replies: 14
- Views: 4092
- Sat Feb 24, 2007 7:25 am
- Forum: Artwork
- Topic: Elemental icon graphics
- Replies: 14
- Views: 4092
Whatever these damage types are supossed to do, "Mauling" isn't a great term to use, since it can refer to 2 very different types of "attack": maul |môl| verb [ trans. ] (of an animal) wound (a person or animal) by scratching and tearing : the herdsmen were mauled by lions. noun a tool with a heavy ...
- Tue Feb 13, 2007 8:55 pm
- Forum: Ideas and Game Features
- Topic: Equipment Customization
- Replies: 24
- Views: 20010
- Mon Feb 12, 2007 11:48 pm
- Forum: Artwork
- Topic: Battle Stamina Icon Graphics
- Replies: 15
- Views: 5600
Re: Battle Stamina Icon Graphics
#2: Create a stamina icon for each character/enemy seperatly and store it in a file Advantage: it would look nice and not require any fancy features of the video engine. Plus it could simply be a cut/paste job from the sprite, so it shouldn't require much work from the artist. Disadvantage: its sti...
- Sat Feb 10, 2007 5:20 pm
- Forum: Artwork
- Topic: Additional NPCs
- Replies: 95
- Views: 58464
Some sort of helmet would be a great way to indicate "generic soldier." It makes no practical sense, but it's a well entrenched convention that the hero doesn't wear a helmet much even if the rest of his fellow soldiers/knights/whatever do. Also you can put a group of helmeted soldiers together and ...
- Fri Feb 09, 2007 6:58 am
- Forum: Artwork
- Topic: Harrvah Tileset, take 2
- Replies: 32
- Views: 24230