[wesnoth-commits] [wesnoth/wesnoth] 7fef13: UtBS: New graphics for Eloh by me

GitHub noreply at github.com
Fri Jul 27 23:06:15 UTC 2018


  Branch: refs/heads/1.14
  Home:   https://github.com/wesnoth/wesnoth
  Commit: 7fef13f54e652265de93058ffbe5a84d108bd4ea
      https://github.com/wesnoth/wesnoth/commit/7fef13f54e652265de93058ffbe5a84d108bd4ea
  Author: Iris Morelle <shadowm at wesnoth.org>
  Date:   2018-07-27 (Fri, 27 Jul 2018)

  Changed paths:
    M changelog.md
    A data/campaigns/Under_the_Burning_Suns/images/halo/eloh-halo-back.png
    A data/campaigns/Under_the_Burning_Suns/images/halo/eloh-halo-bottom.png
    M data/campaigns/Under_the_Burning_Suns/images/units/quenoth/eloh.png
    M data/campaigns/Under_the_Burning_Suns/units/quenoth/Divine_Avatar.cfg

  Log Message:
  -----------
  UtBS: New graphics for Eloh by me

There are two layers of halos and they are applied in a somewhat
convoluted fashion. I should probably explain why.

The bottom halo is designed so it's drawn *below* the main unit sprite
so as to not muddle the colours on it. Halos are normally drawn *on top*
of sprites.

The back halo is specifically masked so it's drawn behind the main unit
sprite without overlapping any of its pixels, but it's asymmetrical and
supposed to flip along with the unit sprite depending on the direction
it's facing. Halos do not do that currently, at least not without using
animation WML conditionals. Unfortunately, for some reason, using a
standing animation that's nothing but conditionals causes the game to
crash at the moment.

Taking all this into consideration, using the blit IPF is a much easier
mechanism to avoid both issues at once, even if it makes the code
slightly awkward.

If someone can think of an alternative method, they're more than welcome
to change the code as long as the sprite's composition remains exactly
the same as it is now. I'm just the artist in this case.

[ci skip]



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