[Freeciv-Dev] Re: somewhat new isometric tileset
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On Thu, 10 Jan 2002, Ross W. Wetmore wrote:
> At 02:34 PM 02/01/10 -0500, Daniel L Speyer wrote:
> >Many of us have expressed dislike for the hires tileset, and most of us
> >have been waiting for someone with artistic talent to create a new
> >one. Since this hasn't worked, I've begun editing the hires tileset to
> >illiminate its most annoying aspects. I've copied extensively from both
> >other tilesets and the better partts of hires.
> >
> >I have taken as a base philosophy "get the point across without being
> >hideously ugly." I have, for example, replaced the incomprehensible
> >phalanx and legion images with single soldiers in recognizably bronze or
> >iron armor. (The soldier image is itself a modified barbarian leader --
> >this is how I get around my lack of talent). Since the idea of the
> >tileset is communication, I have named it "Lexxy". It can be found at
> >ftp://ftp.freeciv.org/freeciv/incoming/lexxy.tgz
> >
> >Since I'm making little attempt at artistic unity, please suggest things
> >that still need replacing (or need replacing again!). Maybe together we
> >can get a decent tileset.
> >
> >--Daniel Speyer
> >"May the /src be with you, always"
>
> I'd like to see things like roads, rails and rivers coarser. In many
> cases the fine lines are really dificult to make out or separate from
> the small parts of the tile exposed, or the graphic background.
Good thought. I'll widen and distinguish rails from roads. I've never
had trouble with rivers, though, do they really need it?
>
> The colours of terrain should not all be yellow-green-browns, but more
> obviously contrasting.
>
Most terrain is white/yellow/green/brown. I have trouble picturing
recognizable terrains of more exotic colors.
> Small single graphics are much better than large complex ones, I like
> anything of this sort.
>
I'm not sure what you mean. Do you like or dislike what I've changed so
far in this respect? Are there specific sprites you'd like redone?
> Shrinking the size of some of the overlay sprites and moving them to
> slightly different offsets, i.e. through transparency or whatever
> plus scaling/translation especially if there was any underlying
> consistency to what moved where would also help with the recognition
> factors. If it is to the right its a whale, not a seal. Bowmen are
> dextrous, pikemen sinister in their placement, so blobs with sticks
> have another recognition factor to aid the blind or overloaded.
Interesting... I'll see what can be done with this.
Thanks for the feedback,
--Daniel Speyer
Think *agricultural* revolution, not *French* revolution...
Viva la revolution!
>
> Cheers,
> RossW
> =====
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