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Krom

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Knights Province Developer

Posts: 3280

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 04 Jul 2012, 09:29

Contributions

I have made a new wiki page about contributions to KaM Remake. Please fill free to add tasks to it (send me a PM or write it here) if anything is missing. I hope this way it will be easier for us to manage and for contributors to pick their field :)

http://code.google.com/p/castlesand/wiki/Contributions
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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FeyBart

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Knight

Posts: 402

Joined: 28 Dec 2011, 16:35

KaM Skill Level: Beginner

Location: Nutville, NL

Post 04 Jul 2012, 11:51

Re: Contributions

I could help you with Sound Effects, that would be nice. I'm not exactly a pro in Audacity, but I'm quite familiar. Can I just use .mp3 or midi files?

And aside from that, maybe there should be a section for "promotion"? I think promoting the mod would help getting new people to play the mod, and in the end help the community in the long term. Shadaoe and I should do some reorganizations for the YouTube Channel, though.
Nice coffee is always nice.
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Piko

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Warrior

Posts: 116

Joined: 18 Apr 2012, 14:01

KaM Skill Level: Beginner

Location: Poland

Post 04 Jul 2012, 12:04

Re: Contributions

I made fight beacons for minimap: Image Image

It will look that on minimap:
Image

I have also few questions:
- How should looks "info" beacon? Will be an eye icon good for it?
- Why small arrows for scrollbars in main menu are needed?
- What is meant by "New splash screen artwork"?
- Icons for what map editor sections and tools should be did?


That's all.
Piko
ImageImage
Image
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Krom

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Knights Province Developer

Posts: 3280

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 04 Jul 2012, 13:08

Re: Contributions

@FeyBart: sound effects should be mono WAV files. Music can be mp3, ogg and maybe some other formats BASS supports. Lewin has added Promotion section :)

@Piko: I think icons look nice ) Can you prepare them in PNG format?

Info beacon will be universal to show any kind of events to your allies, so maybe exclamation mark will be best. It also needs a full-size mark sprite for map, roughly 60px high. Possibly it should be lifelike, not entirely artificial.

Small arrows are needed because current ones are too big and hardly fit onto their buttons, they should be made much more accurate.

Splash-screen is a minor issue that probably fits into research section

MapEd needs icons for all the tabs you can find there. As well some brush icons
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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Piko

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Warrior

Posts: 116

Joined: 18 Apr 2012, 14:01

KaM Skill Level: Beginner

Location: Poland

Post 04 Jul 2012, 15:55

Re: Contributions

@Piko: I think icons look nice ) Can you prepare them in PNG format?
http://imgur.com/Z7gdV,UtLKv,BKZm2,uPNeT,xwqev,MLXHV
ImageImage
Image
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Piko

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Joined: 18 Apr 2012, 14:01

KaM Skill Level: Beginner

Location: Poland

Post 06 Jul 2012, 09:46

Re: Contributions

Ok, Exclamation Mark is finshed: http://imgur.com/xH6iC,h6Zdy,vNs6j,LnNO ... 1f,qANUy#0


That it looks in game (ignore changing colours of terrain, it's bug made unitl convertion):
Image
ImageImage
Image
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Krom

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Knights Province Developer

Posts: 3280

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 06 Jul 2012, 11:10

Re: Contributions

It is good to see animation, but .. the marks shape looks too artificial for KaM world. I would like to keep it more natural, more life-like, or at least more connected to terrain.

Also it would be good to have 2 colors combining in it somehow, some part could be colored in players color who placed the beacon and other part being uniform orange-or-yellow-or-blue to make the beacons easy to identify.
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
<<

Piko

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Warrior

Posts: 116

Joined: 18 Apr 2012, 14:01

KaM Skill Level: Beginner

Location: Poland

Post 06 Jul 2012, 11:17

Re: Contributions

It is good to see animation, but .. the marks shape looks too artificial for KaM world. I would like to keep it more natural, more life-like, or at least more connected to terrain.

Also it would be good to have 2 colors combining in it somehow, some part could be colored in players color who placed the beacon and other part being uniform orange-or-yellow-or-blue to make the beacons easy to identify.
I haven't got any idea how to make it more natural. :S
ImageImage
Image
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Krom

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Knights Province Developer

Posts: 3280

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 06 Jul 2012, 11:34

Re: Contributions

From the top of my head: match it's angle with all other kam objects (thats ~35 degree), match the lighting, match the shadows and match the surface texture (so it should be medieval, not 21 century lightbox)
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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Piko

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Warrior

Posts: 116

Joined: 18 Apr 2012, 14:01

KaM Skill Level: Beginner

Location: Poland

Post 06 Jul 2012, 12:14

Re: Contributions

From the top of my head: match it's angle with all other kam objects (thats ~35 degree), match the lighting, match the shadows and match the surface texture (so it should be medieval, not 21 century lightbox)
It'll be hard, but ok, I try to do it.
ImageImage
Image
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FeyBart

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Knight

Posts: 402

Joined: 28 Dec 2011, 16:35

KaM Skill Level: Beginner

Location: Nutville, NL

Post 06 Jul 2012, 13:15

Re: Contributions

I have two versions for a duck sound ready, which I can send you via Google Docs. But I've also made a red circle, as an alternative for the red swords. Maybe it'd look a bit better on a normal background. :P I can redo it to improve, though. Right now, the circle is cut off, as I didn't pay enough attention to making it. I could also make a yellow version.
Image
Nice coffee is always nice.
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FeyBart

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Knight

Posts: 402

Joined: 28 Dec 2011, 16:35

KaM Skill Level: Beginner

Location: Nutville, NL

Post 06 Jul 2012, 13:17

Re: Contributions

By the way, can the engine play half-transparent pixels?
Nice coffee is always nice.
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Krom

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Knights Province Developer

Posts: 3280

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 06 Jul 2012, 13:22

Re: Contributions

Yes, fullcolor 32bit RGBA sprites are supported. Animation is done by changing sprites 10 times a second.
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
<<

FeyBart

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Knight

Posts: 402

Joined: 28 Dec 2011, 16:35

KaM Skill Level: Beginner

Location: Nutville, NL

Post 06 Jul 2012, 13:46

Re: Contributions

This new animation I made has five pictures, using eight frames, all playing 1/10th of a second. My gifmaker doesn't support half-opacity, so it looks a bit weird, but I have the PNGs still, so that shouldn't be a problem. I will eventually make a yellow version. Too lazy right now. :P
Image

EDIT: This looks a lot better on a white background. Just view it here.
Nice coffee is always nice.
<<

Krom

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Knights Province Developer

Posts: 3280

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 06 Jul 2012, 13:51

Re: Contributions

How would that look on minimap in a real gameplay? Maybe it is less obvious than swords actually. Also, it needs to be clearly distinct from players colors. If red attacks green the circle will just blend in.

I suggest you make several minimaps with different symbols (swords are my fav for now) on them and see how they fit.
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de

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