Art required for freeciv proper (2.5)
- GriffonSpade
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Re: Art required for freeciv proper (2.5 & 2.6)
Tribal and Federation icons added to the end. Both used modified fundamentalism background, with my own work for the foreground.
Re: Art required for freeciv proper (2.5 & 2.6)
Thank you, GriffonSpade, for continuing to fill in the gaps in our tilesets.
Slight quibble: I'm finding the new activity icons to be hard to spot when units are seen on the map. I think the approach of simply shrinking extras without changing their colours is inherently troublesome; you want the actual extras to be fairly backgroundy once they're on the map, but activity icons would ideally be foregroundy. And you have to recognise activity icons from already-built extras on the map by position offset alone, plus small versions of small extras like airstrip are just going to get lost in the noise.
Would it be possible to make recognisable extra shapes with a yellow-on-black colour scheme? (Like the new fortifying icon, which I like.) Or maybe a saturated version of their original colour with a black outline.
Slight quibble: I'm finding the new activity icons to be hard to spot when units are seen on the map. I think the approach of simply shrinking extras without changing their colours is inherently troublesome; you want the actual extras to be fairly backgroundy once they're on the map, but activity icons would ideally be foregroundy. And you have to recognise activity icons from already-built extras on the map by position offset alone, plus small versions of small extras like airstrip are just going to get lost in the noise.
Would it be possible to make recognisable extra shapes with a yellow-on-black colour scheme? (Like the new fortifying icon, which I like.) Or maybe a saturated version of their original colour with a black outline.
- GriffonSpade
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Re: Art required for freeciv proper (2.5 & 2.6)
Hmmm...Maybe a Bright Yellow outline instead of yellow on black? or maybe a yellow background/outline with another transparent black outline. I'll play with them and see how they look.
- GriffonSpade
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Re: Art required for freeciv proper (2.5 & 2.6)
All Activities.
Transform changed from 'O' to 'T'
Fallout changed from 'N' to 'F'
Exact placement of many changed by a couple pixels to center them.
Edit: Single pixel edit to 'fort' graphic (shading)
Edit: Resized 'connect' to match 'autosettler'
Edit: Resized 'stack' to not overlap shield as much, made more symmetrical
Edit: Changed code to be 2.5 version of spec file
Edit2: Added shading to the yellow to better match existing icons.
Also, playing with a thesaurus, I think 'outpost' would probably be the best name for what's currently 'fort' (The protofortress). It's a common English word with a clear, proper meaning.
Code: Select all
[spec]
; Format and options of this spec file:
options = "+Freeciv-2.5-spec"
[info]
artists = "
Tatu Rissanen <tatu.rissanen@hut.fi>
Jeff Mallatt <jjm@codewell.com> (miscellaneous)
GriffonSpade
"
[file]
gfx = "amplio2/activities"
[grid_main]
x_top_left = 1
y_top_left = 1
dx = 96
dy = 48
pixel_border = 1
tiles = { "row", "column", "tag"
; Unit activity letters: (note unit icons have just "u.")
0, 0, "unit.road"
0, 1, "unit.rail"
0, 2, "unit.maglev"
1, 0, "unit.fort"
1, 1, "unit.airstrip"
1, 2, "unit.fortress"
1, 3, "unit.airbase"
2, 0, "unit.fortified"
2, 1, "unit.fortifying"
2, 2, "unit.sentry"
2, 3, "unit.patrol"
2, 4, "unit.pillage"
3, 0, "unit.connect"
3, 1, "unit.auto_attack",
"unit.auto_settler"
3, 2, "unit.stack"
3, 3, "unit.loaded"
4, 0, "unit.irrigate"
4, 1, "unit.mine"
4, 2, "unit.transform"
4, 3, "unit.pollution"
4, 4, "unit.fallout"
5, 0, "unit.goto"
5, 1, "unit.convert"
5, 2, "unit.auto_explore"
}
Fallout changed from 'N' to 'F'
Exact placement of many changed by a couple pixels to center them.
Edit: Single pixel edit to 'fort' graphic (shading)
Edit: Resized 'connect' to match 'autosettler'
Edit: Resized 'stack' to not overlap shield as much, made more symmetrical
Edit: Changed code to be 2.5 version of spec file
Edit2: Added shading to the yellow to better match existing icons.
Also, playing with a thesaurus, I think 'outpost' would probably be the best name for what's currently 'fort' (The protofortress). It's a common English word with a clear, proper meaning.
Re: Art required for freeciv proper (2.5 & 2.6)
Thank you! I much prefer these.
I'm inclined to put these in 2.5.0 to replace what we already have.
I'm inclined to put these in 2.5.0 to replace what we already have.
- Attachments
-
- Example of activity icons in situ
- activityicons.png (71.77 KiB) Viewed 19911 times
Re: Art required for freeciv proper (2.5 & 2.6)
I'm inclined not to take these changes, though.GriffonSpade wrote:Transform changed from 'O' to 'T'
Fallout changed from 'N' to 'F'
The second one particularly seems likely to confuse experienced players so soon after removing F=fortifying/fortress.
Mm, seems a bit generic to me.GriffonSpade wrote:Also, playing with a thesaurus, I think 'outpost' would probably be the best name for what's currently 'fort' (The protofortress). It's a common English word with a clear, proper meaning.
How about "Camp"?
(For tilesets I think we can still change this before 2.5.0, as fort graphics were added since 2.5.0-beta2 so probably no rulesets are using them yet.)
- GriffonSpade
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Re: Art required for freeciv proper (2.5 & 2.6)
Reverted.JTN wrote:I'm inclined not to take these changes, though.GriffonSpade wrote:Transform changed from 'O' to 'T'
Fallout changed from 'N' to 'F'
The second one particularly seems likely to confuse experienced players so soon after removing F=fortifying/fortress.
I thought camp or encampment at first too, but that's something soldiers set up every night and break down every morning before marching, isn't it?JTN wrote:Mm, seems a bit generic to me.GriffonSpade wrote:Also, playing with a thesaurus, I think 'outpost' would probably be the best name for what's currently 'fort' (The protofortress). It's a common English word with a clear, proper meaning.
How about "Camp"?
(For tilesets I think we can still change this before 2.5.0, as fort graphics were added since 2.5.0-beta2 so probably no rulesets are using them yet.)
And generic isn't necessarily a bad thing. Outpost is generally used for a location that is only lightly inhabited or defended, often with temporary or haphazard defenses. Which makes sense as it's an in-between for making a fortress. The former probably comes from even nonmilitary trading outposts (For fur trappers or such) having to have defensive palisades and emplacements to protect them from raiders and whatnot.
Re: Art required for freeciv proper (2.5 & 2.6)
Yes, these definitely make a difference in usability. Will you handle them? Schedule before RC1 might be too tight for me.JTN wrote:I'm inclined to put these in 2.5.0 to replace what we already have.
- GriffonSpade
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- Joined: Mon Apr 29, 2013 4:41 pm
Re: Art required for freeciv proper (2.5 & 2.6)
A 2.5 reorganized, bordered, composite version of tiles. Has 4 grids in the spec (main, unicost, activities, and nuke) that can be broken into separate files extremely easily. I'm assuming the 'nuke' grid is likely going the way of the dinosaurs in 2.6? Because it's not used anymore AFAIK.
Re: Art required for freeciv proper (2.5 & 2.6)
Patch #5840 will commit the updated activity icons, including to S2_5 tiles.png, for 2.5.0-RC1.
(...rats, looks like forum trouble led to duplicated effort, since GriffonSpade has made a S2_5 tiles.png too. Will consider taking this in a post-2.5.0 update since it has minor tweaks to icons other than activity icons, relative to what we have.)
Patch #5841 will rename 'fort' to 'outpost' in tilesets. (Doesn't affect what rulesets call the base.)
(...rats, looks like forum trouble led to duplicated effort, since GriffonSpade has made a S2_5 tiles.png too. Will consider taking this in a post-2.5.0 update since it has minor tweaks to icons other than activity icons, relative to what we have.)
Patch #5841 will rename 'fort' to 'outpost' in tilesets. (Doesn't affect what rulesets call the base.)