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Re: Retouching Aleona's Tales Graphics

Posted: Sat Jan 16, 2016 11:55 pm
by snv
MrFlibble wrote:They don't seem to have the right perspective for a top-down game.

Also, the rocks on that screenshot could use some fixing for more smooth transitions between adjacent tiles.
Warcraft 2 uses so called https://en.wikipedia.org/wiki/Oblique_p ... projection
which is pretty close to isometric projection, used for most Wesnoth units. In any case, Wesnoth units look better than Aleona Tales ones, even if perspective is broken.
And that screenshot is old. I had fixed some of the transitions.

here is a snow tileset, taken out of Mana World GPL2 tiles.

Re: Retouching Aleona's Tales Graphics

Posted: Sun Jan 17, 2016 2:10 am
by Andrettin
snv wrote: Warcraft 2 uses so called https://en.wikipedia.org/wiki/Oblique_p ... projection
which is pretty close to isometric projection, used for most Wesnoth units.
There is a significant difference; compare the perspective of AoE's (isometric) buildings with those of WC2, for instance.

Re: Retouching Aleona's Tales Graphics

Posted: Sun Jan 17, 2016 3:06 am
by snv
Andrettin wrote:
snv wrote: Warcraft 2 uses so called https://en.wikipedia.org/wiki/Oblique_p ... projection
which is pretty close to isometric projection, used for most Wesnoth units.
There is a significant difference; compare the perspective of AoE's (isometric) buildings with those of WC2, for instance.
Less difference than with, say, cabinet oblique or the top-down oblique. And you can use a simple transformation to convert isometry into military oblique.

Re: Retouching Aleona's Tales Graphics

Posted: Mon Jan 18, 2016 2:52 am
by MrFlibble
The art style also seems to be different as well, with the drawings in Wesnoth having black or very pronounced dark outlines, whereas the terrain in your screenshot does not have anything like that.

Besides, wouldn't it be altogether better for Aleona's Tales to have its own graphics than to recycle material borrowed from elsewhere?

Re: Retouching Aleona's Tales Graphics

Posted: Mon Jan 18, 2016 8:49 am
by snv
MrFlibble wrote:Besides, wouldn't it be altogether better for Aleona's Tales to have its own graphics than to recycle material borrowed from elsewhere?
You're welcome to produce it ;)

Re: Retouching Aleona's Tales Graphics

Posted: Mon Jan 18, 2016 3:51 pm
by Yukiko
1453095464496.jpg
1453095464496.jpg (79.1 KiB) Viewed 2902 times
snv wrote:You're welcome to produce it ;)
Pow!

Re: Retouching Aleona's Tales Graphics

Posted: Mon Jan 18, 2016 11:21 pm
by snv
Warcraft 2 snow is just a recolored mud. So I recolored my grassland mud tiles to get similar snow.

Re: Retouching Aleona's Tales Graphics

Posted: Tue Jan 19, 2016 1:14 pm
by snv
CC-BY-SA sea monster by Alisa Christopher "Tana" (http://alisachristopher.deviantart.com/ ... -483796759)

Could be a nice submarine replacement.

Re: Retouching Aleona's Tales Graphics

Posted: Tue Jan 19, 2016 2:50 pm
by snv
Initial swamp tileset.

Mushroom sprite is based of GPL2 licensed mushrooms.png from Mana World MMORPG; Roots and terrain came from the public domain Daniel Harris "Hyptosis" tileset (http://opengameart.org/content/mage-city-arcanos)

Re: Retouching Aleona's Tales Graphics

Posted: Tue Jan 19, 2016 4:08 pm
by snv
crude lumber mill edited out of Daniel Harris sprites (http://opengameart.org/content/lots-of- ... y-hyptosis)