Likewise, no art here, but what about 'glow eyes' and crossbones? Effectively just replacing the usual skull motif with the eyes.JTN wrote:How about a pair of white carnivore eyes, against a dark background (a stylised version of something like this)?cazfi wrote:We're also missing flag for "Animal Kingdom" barbarian nation. patch #5577.
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.)
Art required for freeciv proper (2.5)
- GriffonSpade
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Re: Art required for freeciv proper
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Re: Art required for freeciv proper (2.5 & 2.6)
Here are some animal kingdom flags. They are based on paw prints. It does look sort of friendly which could be bad. I tried drawing eyes but it didn't work.We're also missing flag for "Animal Kingdom" barbarian nation. patch #5577.
If you decide to use them, you can sight me as "The Square Cow" but you don't need to. These flags so simple that I consider them to be public domain, and if they aren't then I release them to be so.
The animal-extra_large.png is the base image which the others are shrunken from.
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- animal-large.png (381 Bytes) Viewed 24920 times
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- animal-small.png (561 Bytes) Viewed 24920 times
- GriffonSpade
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Re: Art required for freeciv proper (2.5 & 2.6)
They look nice. The 'friendliness' is probably due to the lack of claws on the end of the paws. Shrinking down the paws a little bit, and adding an elongated triangle with concave rounding on the bottom would probably take care of that.
Something like this?
Something like this?
Re: Art required for freeciv proper (2.5 & 2.6)
Claws, teeth, eyes, that's all good.
Here's my attempt at my eyes idea.
Here's my attempt at my eyes idea.
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- GriffonSpade
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Re: Art required for freeciv proper (2.5 & 2.6)
Oh, that /DOES/ look nice, JTN (With the exception of the small shield one, but that's just because it's so small.)JTN wrote:Claws, teeth, eyes, that's all good.
Here's my attempt at my eyes idea.[/attachment]
It certainly conveys the sense that this unit is dangerous, and the white on black standard for barbarians.
Now you just need to make them auto-attack any nearby units and give them partial-invis, lol.
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Re: Art required for freeciv proper (2.5 & 2.6)
I like JTN's art as well, and would favour it over mine. I like how the shield graphics are suggestive of heads.
Re: Art required for freeciv proper (2.5 & 2.6)
Temple of Artemis with better licensing terms for us: http://commons.wikimedia.org/wiki/File: ... rtemis.jpg
Mausoleum. Wikimedia licensing lists this as only 70+ years from the author's death, but it's the same author, and made same year, as Temple of Artemis and Statue of Zeus, and the file info states that it's 100+ years: http://commons.wikimedia.org/wiki/File: ... nassus.jpg
Mausoleum. Wikimedia licensing lists this as only 70+ years from the author's death, but it's the same author, and made same year, as Temple of Artemis and Statue of Zeus, and the file info states that it's 100+ years: http://commons.wikimedia.org/wiki/File: ... nassus.jpg
Re: Art required for freeciv proper
This has now been postponed to 3.0pepeto wrote:There will be a need of sprites for goto paths:See patch #5233.
- goto turn number don't have real sprite currently;
- Need also sprites for goto turn number with exhausted moves points;
- Needed graphics for waypoints.
Re: Art required for freeciv proper (2.5 & 2.6)
I found this rather nice picture of the Tomb of Mausolus. Unluckily, I can no longer convert or create graphics. But Someone will take shot at it.
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Re: Art required for freeciv proper (2.5 & 2.6)
Where from? Which kind of licensing it has?Arbogast wrote:I found this rather nice picture of the Tomb of Mausolus.