Art required for freeciv proper (2.5)

Contribute, display and discuss art and tilesets for use in Freeciv here.
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JTN
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Re: Art required for freeciv proper

Postby JTN » Sat Aug 09, 2014 10:35 am

New ticket created requesting Trench and Airfield base graphics: patch #5027.

Trench is a precursor to Fortress. Airfield is a precursor to Airbase. These will be new in civ2civ3 in 2.6, but similar bases are in use in Longturn-style rulesets today, so if we had graphics I'd put them on stable branches too.

See the ticket for some ideas about what they might look like.

cazfi
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Re: Art required for freeciv proper

Postby cazfi » Thu Aug 28, 2014 7:11 pm

FYI. There was new events types added today (tech lost and tech gained by other player)

pepeto
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Re: Art required for freeciv proper

Postby pepeto » Sun Sep 21, 2014 6:11 pm

There will be a need of sprites for goto paths:
  • goto turn number don't have real sprite currently;
  • Need also sprites for goto turn number with exhausted moves points;
  • Needed graphics for waypoints.

See patch #5233.

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GriffonSpade
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Re: Art required for freeciv proper

Postby GriffonSpade » Sun Sep 21, 2014 11:48 pm

pepeto wrote:There will be a need of sprites for goto paths:
  • goto turn number don't have real sprite currently;
  • Need also sprites for goto turn number with exhausted moves points;
  • Needed graphics for waypoints.

See patch #5233.


I'm not sure what exactly to make of these? Would goto turn number just be a number sprite next to the Goto's sprite? How many different sprites will it be? 3? one each for ones, tens, and hundreds? I've no idea what to make of the latter two requirements.

cazfi
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Re: Art required for freeciv proper

Postby cazfi » Sun Sep 21, 2014 11:54 pm

pepeto: Do we have placeholder gfx to demonstrate what kind of sprites are needed (to be replaced)? I've not yet checked the code to understand this myself. Screenshot (with the placeholders) of where the sprites would appear?

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Re: Art required for freeciv proper

Postby dunnoob » Tue Sep 23, 2014 4:39 pm

GriffonSpade wrote:dudes.png
This looks good, but it isn't what ended up in current clients, or is it? I have some serious difficulties with the specialists on a blue background, I never know what it actually is, unless it is the male scientist following his Victorian dress code. How about using three different shades of blue, light blue for scientists, navy for taxmen, and purple for Elvis?

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dunnoob
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Re: Art required for freeciv proper

Postby dunnoob » Tue Sep 23, 2014 4:58 pm

JTN wrote:gm1530's "Inaccessible" tile is now in svn.
One year later, meanwhile it arrived on my box in 2.5.0-beta1. But the traditional way to adorn unexplored map corners are dragons as in "there be dragons" ;) Maybe tilesets should offer more than one "inaccessible" indicator, one suited for water, one for land, and the fallback glacier might be already good enough for inaccessible ice? I can't judge it, because I haven't tested any scenario with inaccessible terrain so far.

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Re: Art required for freeciv proper

Postby sveinung » Wed Sep 24, 2014 1:28 pm

To new events was added to 2.6 today: e_my_spy_steal_gold and e_enemy_spy_steal_gold.

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Re: Art required for freeciv proper

Postby cazfi » Tue Dec 16, 2014 3:50 am

We're also missing flag for "Animal Kingdom" barbarian nation. patch #5577.

That's probably last thing we add about 2.6. Once 3.0 development begins in less than three weeks, please post related art requirements to a new thread. This one is already overcrowded with both 2.5 and 2.6 stuff in.

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JTN
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Re: Art required for freeciv proper

Postby JTN » Wed Dec 31, 2014 10:24 am

cazfi wrote:We're also missing flag for "Animal Kingdom" barbarian nation. patch #5577.

How about a pair of white carnivore eyes, against a dark background (a stylised version of something like this)?

This fits the white-on-black theme of the other barbarian flags, and symbolises the threat of wild animals to early humans.

(I have no art, sorry.)