bzar
A Commando
WOW that looks awesome! I want to try that ASAP, but because it's not in the same layout as the other themes I'll need to edit the image_map.js to match it. I'll get back to you when I've got it running
Uh, you can simply cut the top line and place these new tiles on another spot or just remove them, I just placed it there to show you everything in one tile. To include additional tiles, the sheet has to be re-arranged sooner or later I guess. ^^WOW that looks awesome! I want to try that ASAP, but because it's not in the same layout as the other themes I'll need to edit the image_map.js to match it. I'll get back to you when I've got it running
The sprite sheet now looks a little something like this. Don't mind the extra space
No, because these Parts should always connect to a water tile, only if you place the horizontal bridge tile straight into land, the blue looks wrong. I was not sure to make the bridge transparent there but it just looked much better with some transparent spots.Very nice! The bridge tiles do have a small amount of water visible in the corners, but I guess it's not that big a deal
A Headquarter Building? No clue, but I guess I find out when I need it some day. XD A while ago I also spotted the missing of the new Water/land tiles you have now included, so now we should have most of the tiles we need. ^^Yeah, those tiles make the water set almost complete. AFAIK there's just one tile missing, but I don't consider it something that is needed. Can you spot the missing one?
Very nice. I love to work with reduced Colour palette but this time, there are just to many shades for 256 Colours. A good Pixel Artist could improve the Tiles I'm sure but I'm not that good and have to render most of the Stuff in Blender, this is actualy far away from accurate Pixel art. ^^"You can use pretty much as much color depth as you like, since it's going to be rendered to an RGBA context anyway. Well, maybe it'll also save a few hundred kilokibibytes in size .
Sounds good to me.I've been thinking about mirroring units based on their last movement too. Would be kinda simple to do, at least on the client side. Client side implementation would have the downside of only showing units moved during the time the client's been open facing the side they last moved to. The upside would be no extra information in the database and a lot simpler implementation. I could also make new units face the center of the map, so they'd be more likely to instantly face the correct side.
Windows Vista 64Bit. B)What OS do you use? I could try to wrap up an easily runnable bundle of wars-gamenode for you to try your tileset on.
Thanks. Sometimes it gets me, so it's actualy your fault.Really appreciate what you're doing
I feared you would mention this because the Team Colours are a little bit of the problem. I colour all the stuff by blending over some basic colours, this of course leads to new shades of colours which makes it difficult to "extract" the real colour from the Theme. So I guess there has to be a compromise in between visible Colours on Units and Team Colours in the UI. I can give you the pure colours I'm using at the moment, they are actualy random choosen and not fixed, I can change everything later. For example, the units get these colours in much more intense shades than the pale buildings so there are actualy different shades again. This is the downside when using more "real" looking graphics. ^^"Oh, hey. I just thought of something. The player colors are used in parts of the UI, so to keep them consistent, there's basically two options:
1. All themes use the same player colors. Colors used in Pixel are chosen for being color blind friendly, so I'd like to keep them.
2. Themes use their own colors, and provide changed colors through an override CSS to the UI.
Thoughts? IMO the first one is simpler and allows people using different themes communicate better.
EDIT: I'm calling your theme "fusion" for obvious reasons. Want to give it another name or is that ok?
Check the ends of the bridge.No, because these Parts should always connect to a water tile, only if you place the horizontal bridge tile straight into land, the blue looks wrong. I was not sure to make the bridge transparent there but it just looked much better with some transparent spots.
No, I meant a water tile . A single tile pond is what's missing, but I think it's not important .A Headquarter Building? No clue, but I guess I find out when I need it some day. XD A while ago I also spotted the missing of the new Water/land tiles you have now included, so now we should have most of the tiles we need. ^^
Seems node.js has a windows executable, so I think I can whip you up a bundleWindows Vista 64Bit. B)
OK, I'll keep that in mind and implement the theme-specific coloring at some point . Anyway the units and structures only have to be of the same general hue as the color in the UI. Shades are pretty irrelevant in that respect, since it's just to identify units.I feared you would mention this because the Team Colours are a little bit of the problem. I colour all the stuff by blending over some basic colours, this of course leads to new shades of colours which makes it difficult to "extract" the real colour from the Theme. So I guess there has to be a compromise in between visible Colours on Units and Team Colours in the UI. I can give you the pure colours I'm using at the moment, they are actualy random choosen and not fixed, I can change everything later. For example, the units get these colours in much more intense shades than the pale buildings so there are actualy different shades again. This is the downside when using more "real" looking graphics. ^^"
So it actualy would still look different if you give me default colours, so at the moment I keep my colours, needs alot of time adjusting the new ones.
Here they are:
They WILL look different ingame so for theme based GUI stuff you better should use these colours.
DAMN! :lol:Check the ends of the bridge.
True. Could maybe come in handy when you ever thinking of including a "smart editor". So when you "draw" a nice little square of land into water, the center of that would be water until you fill this spot too... or something like this.No, I meant a water tile . A single tile pond is what's missing, but I think it's not important .
My Idea was to make the buildings a little bit "softer" in tone, so the units are better visible over there. Outlines on units will also improve this. I guess I make the buildings a little bit stronger in colour compared to the current ones, I have a separate Layer for this in Photoshop.OK, I'll keep that in mind and implement the theme-specific coloring at some point . Anyway the units and structures only have to be of the same general hue as the color in the UI. Shades are pretty irrelevant in that respect, since it's just to identify units.
Thanks. The meanest thing is that I wasted 2 Hours to make the tank track along a curve path but no luck. Now I do this all per Hand.EDIT: I really like the stuff you're making . That's one mean looking tank
No, I meant a water tile . A single tile pond is what's missing, but I think it's not important .