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October 10th, 2009, 04:21 PM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
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Re: Discworld MA mod Version 0.1 released for play testing
- The .zip file is a bit confusing. Usually modders release the files without putting files in a separate folder. I's simpler when you just unzip the contents to the mod file. Now you have to dig the files out from the "Discworld Mod" folder.
- About the graphics. The very light green is a bit of eyesore, any way to make it just a tad darker? Also, many sprites have very dark pixels around them, creating an outline (remember that only exactly black pixels are "backround". To eliminate these, the simplest way is to select the "select by color" tool (remember to set it to 0 so that it only selec pixels that are exactly the same color). After that, click on the blackround and you will see the offending pixels. In general, these sprites are good for an first attempt, but there is some leeway for improvement.
I'll comment units here:
1) Watchman - His lef shoulder look a bit non-existing. Adding some pixels there could help
2) Crossbowman - Where is his crossbow? You could also outline his left arm, since it overlaps wih his body and green is a bit hard to make out from green. Also the purple stockings are a bit rebundant. The boots are enough of an accessory.
3) Longbowman - There's a broken pink pixel in the shadow. I'd also suggest to amking his belt leather brown instead of light blue (i would sand out more then). If you are aiming for a green/blue color combination in general, I'd suggest going more into it. Perhaps make the trousers entirely blue?
4) Swordsman - His shield could use some outlining. It's bit hard to spot neon green objects on a neon green backround. Gold is good for this kind of outlining (see my breton mod for examples).
5) Dwarf - Beard?
6) Troll - Shadow has a lot of broken pink pixels
7) Lord - Whoa, this guy is quite neon. Perhaps darken him up a bit? The horse armor could use some shading.
8) Witch - Shadow has a lot of broken pink pixels
- The infantry seems good. Very good. All of them (even the archers!) have Principe-level stats (which is very good infantry), but are cheaper, have lower encumberance -> all round better. I'd suggest upping their gold cost by 2-3 and reducing att & def to 11. Eleven in att & def is still pretty elite and they'd be on about par with Principes then.
-I lol'd at wizards for their gluttony trait. Well done, sir. But why do they get Death magic?
Some Typoes.
- There's a "/rquote" in the nation description
- "gramted" in Thief description
- Swordsmen have a lot of "/quotes"
- Dwarf and troll descriptions start with "/lang"
Sorry if I sound a bit critical, these things just stood out for me.
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The Following User Says Thank You to Burnsaber For This Useful Post:
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October 16th, 2009, 04:15 PM
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Sergeant
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Join Date: Dec 2006
Location: The wild barbaric north
Posts: 215
Thanks: 50
Thanked 5 Times in 4 Posts
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Re: Discworld MA mod Version 0.1 released for play testing
Quote:
Originally Posted by Burnsaber
- The .zip file is a bit confusing. Usually modders release the files without putting files in a separate folder. I's simpler when you just unzip the contents to the mod file. Now you have to dig the files out from the "Discworld Mod" folder.
- About the graphics. The very light green is a bit of eyesore, any way to make it just a tad darker? Also, many sprites have very dark pixels around them, creating an outline (remember that only exactly black pixels are "backround". To eliminate these, the simplest way is to select the "select by color" tool (remember to set it to 0 so that it only selec pixels that are exactly the same color). After that, click on the blackround and you will see the offending pixels. In general, these sprites are good for an first attempt, but there is some leeway for improvement.
I'll comment units here:
1) Watchman - His lef shoulder look a bit non-existing. Adding some pixels there could help
2) Crossbowman - Where is his crossbow? You could also outline his left arm, since it overlaps wih his body and green is a bit hard to make out from green. Also the purple stockings are a bit rebundant. The boots are enough of an accessory.
3) Longbowman - There's a broken pink pixel in the shadow. I'd also suggest to amking his belt leather brown instead of light blue (i would sand out more then). If you are aiming for a green/blue color combination in general, I'd suggest going more into it. Perhaps make the trousers entirely blue?
4) Swordsman - His shield could use some outlining. It's bit hard to spot neon green objects on a neon green backround. Gold is good for this kind of outlining (see my breton mod for examples).
5) Dwarf - Beard?
6) Troll - Shadow has a lot of broken pink pixels
7) Lord - Whoa, this guy is quite neon. Perhaps darken him up a bit? The horse armor could use some shading.
8) Witch - Shadow has a lot of broken pink pixels
- The infantry seems good. Very good. All of them (even the archers!) have Principe-level stats (which is very good infantry), but are cheaper, have lower encumberance -> all round better. I'd suggest upping their gold cost by 2-3 and reducing att & def to 11. Eleven in att & def is still pretty elite and they'd be on about par with Principes then.
-I lol'd at wizards for their gluttony trait. Well done, sir. But why do they get Death magic?
Some Typoes.
- There's a "/rquote" in the nation description
- "gramted" in Thief description
- Swordsmen have a lot of "/quotes"
- Dwarf and troll descriptions start with "/lang"
Sorry if I sound a bit critical, these things just stood out for me.
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Thanks for the criticism this is the sort of feedback I was looking for. I am working on fixing most of the issues you mentioned. As for the death magic on the wizards you forget the department of necro err Post mortem communications that teaches the fine arts to the universities students.Attached is my new and improved colour scheme I would appreciate an opinion on it.

Last edited by Ferrosol; October 16th, 2009 at 04:36 PM..
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October 25th, 2009, 03:44 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
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Re: Discworld MA mod Version 0.1 released for play testing
Quote:
Originally Posted by Ferrosol
Thanks for the criticism this is the sort of feedback I was looking for. I am working on fixing most of the issues you mentioned. As for the death magic on the wizards you forget the department of necro err Post mortem communications that teaches the fine arts to the universities students.Attached is my new and improved colour scheme I would appreciate an opinion on it.

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Oh, right, forgot about that. Perhaps you could mention it in their description?
As for the sprite, the color scheme is a lot better. The sprite could use some shading and the arm in front could use some outlining.
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October 26th, 2009, 06:51 PM
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Sergeant
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Join Date: Dec 2006
Location: The wild barbaric north
Posts: 215
Thanks: 50
Thanked 5 Times in 4 Posts
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Re: Discworld MA mod Version 0.11 Now with colours that do not make your eyes bleed
New version released with a multitude of bug fixes balance changes and general all round improvements on my part. Get it download and try it. As I have said before all comments and criticism will be gratefully received.
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