I make ability icons for mods/addons

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Razakai
Uruivellas
Posts: 889
Joined: Tue May 14, 2013 3:45 pm

Re: I make ability icons for mods/addons

#31 Post by Razakai »

Thanks for those icons. I just realised I'm in need of 3 more - each of the squires (mage, archer, warrior) has their own separate talent and therefore icon. Could you whip up 3 of those in the Squire colour scheme for me? What might work is just an icon of their abilities, similar to Thoughforms - so a sword or shield, staff and bow.

Also, could you resize those Dark Squire tiles into 64x64 ones? I like them so much I'm going to use them as the default and have their transformation just be a particle effect. And if it's not too tricky, could you make a Dark Squire Wizard variant with robes? Not sure how much work changing their armor etc like that is... if it is doable, I wouldn't mind seeing the Dark Squire Knight in plate. Don't worry if that's not viable though.

trenggiling
Halfling
Posts: 86
Joined: Fri Dec 12, 2014 9:39 pm

Re: I make ability icons for mods/addons

#32 Post by trenggiling »

Razakai wrote:Thanks for those icons. I just realised I'm in need of 3 more - each of the squires (mage, archer, warrior) has their own separate talent and therefore icon. Could you whip up 3 of those in the Squire colour scheme for me? What might work is just an icon of their abilities, similar to Thoughforms - so a sword or shield, staff and bow.
Ya... sure, should be easy enough.
Razakai wrote:Also, could you resize those Dark Squire tiles into 64x64 ones? I like them so much I'm going to use them as the default and have their transformation just be a particle effect.
Uh... I designed those as being big epic high points.
I'm glad that you like them, but if they were just like that all the time then they would loose a lot of their impact.
If you really want them to just be their average norm, you can, but I don't think that I can shrink them without cutting out a lot of their aesthetic appeal.
(or making them look smaller then a mouse :lol:)
Razakai wrote:And if it's not too tricky, could you make a Dark Squire Wizard variant with robes? Not sure how much work changing their armor etc like that is... if it is doable, I wouldn't mind seeing the Dark Squire Knight in plate. Don't worry if that's not viable though.
Sure I can take a crack at it.

Razakai
Uruivellas
Posts: 889
Joined: Tue May 14, 2013 3:45 pm

Re: I make ability icons for mods/addons

#33 Post by Razakai »

Hmm yeah, you're right. Saves me having to do a particle effect for DT too. I'll just use the regular squires, although it'd be nice to have the robed/armored variant for the regular ones as well.

trenggiling
Halfling
Posts: 86
Joined: Fri Dec 12, 2014 9:39 pm

Re: I make ability icons for mods/addons

#34 Post by trenggiling »

Well... I tried.
But plate armor looked way too cluttered on the squire, and made him look like an indiscernible black blob. :lol:
So you'll just have to live with chainmail.

As compensation, here is a revamp of the spirit tree to be more vibrant so as to better match the soul shards in game.
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Razakai
Uruivellas
Posts: 889
Joined: Tue May 14, 2013 3:45 pm

Re: I make ability icons for mods/addons

#35 Post by Razakai »

Perfect, thanks! I'll aim to get the Squire tree all up and running this week so people can admire them ingame.

Micbran
Sher'Tul
Posts: 1154
Joined: Sun Jun 15, 2014 12:19 am
Location: Yeehaw, pardner

Re: I make ability icons for mods/addons

#36 Post by Micbran »

Hey Treng! I have a request. If you wouldn't mind, could you please make icons for this class? Thanks in advance!
A little bit of a starters guide written by yours truly here.

trenggiling
Halfling
Posts: 86
Joined: Fri Dec 12, 2014 9:39 pm

Re: I make ability icons for mods/addons

#37 Post by trenggiling »

Sure! :)
But be warned, my internet is on the fritz so I may not be able to get back to you for a while.

trenggiling
Halfling
Posts: 86
Joined: Fri Dec 12, 2014 9:39 pm

Re: I make ability icons for mods/addons

#38 Post by trenggiling »

Woot! Internet! :D

Be sure to tell me what you think, and don't hesitate to point out things that I should have done differently.
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HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: I make ability icons for mods/addons

#39 Post by HousePet »

Willing to do some more for me?
My feedback meter decays into coding. Give me feedback and I make mods.

trenggiling
Halfling
Posts: 86
Joined: Fri Dec 12, 2014 9:39 pm

Re: I make ability icons for mods/addons

#40 Post by trenggiling »

HousePet wrote:Willing to do some more for me?
Yes of course, whatcha need?

Edit: Sorry for the late reply.
I wasn't getting any requests for a while, so I stopped checking for a few days.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: I make ability icons for mods/addons

#41 Post by HousePet »

Woohoo! *pulls out a scroll that unrolls on to the floor for maximum drama* :wink:

Three Wyrmic categories:
Wild Gift/Wild Drake Aspect
Root Lash: Ranged grapple attack.
Fairy Ring: Antimagic circle.
Nature's Crusader: Spell defense buff.
Antimagic Breath: Yep. Its a breath.

Wild Gift/Blink Drake Aspect
Blink Claw: Blindside like talent.
Phased Wyrm: Armour and speed buff.
Time Sink: Slowing/curing attack.
Temporal Breath: Another breath.

Wild Gift/Blood Drake Aspect
Blood Gush: Icky bleeding attack.
Bone Scales: One shot resistance buff.
Wilt: Mass attack/defense debuff.
Sanguine Breath: I guess this is more of a vomit?

Summoner Stuff:
Summons
Quillfire Porcupine: Its a Porcupine that shoots quills!
Giant Ant: Summons a random flavoured giant ant.

Wild Gift/Summon Commands
Command: Attack: Command a critter to make a special attack.
Command: Defend: Command a critter to make a special defend.
(Detonate)
(Summon Control)

Wild Gift/Summon Techniques
(Phase Summon)
(Frantic Summoning)
Revitalise: Mass summon healing.
Summon Essence: Summon a critter as a buff for yourself.

Woodsman Class:
Cunning/Woodcraft
Hunter's Friend: Allows you to shoot past allies and gives a buff when you are near wild summons.
Natural Attunement: Passive buff that boosts your wild gift stuff with cunning.
Wilderness Hardened: Passive buff that boosts your toughness with cunning.
Sniper Den: Camp and Snipe!

Technique/Bow Flexibility
Bow Trip: Melee stun attack.
Handy Offhand: Allows you to offhand a shield or knife with a bow.
Shootstep: Sustain that gives free steps on shoot.
Sure Footed: Knockback/Stun resistance.

Thanks!
My feedback meter decays into coding. Give me feedback and I make mods.

Razakai
Uruivellas
Posts: 889
Joined: Tue May 14, 2013 3:45 pm

Re: I make ability icons for mods/addons

#42 Post by Razakai »

If you have time, I could do with some icons for my Rogue addon: https://docs.google.com/document/d/1BcZ ... NJCg0/edit

For the most part I have the uncoloured ones taken from the game-icons site, but my colouring skill is terrible and there's a few tricky ones that would need some manual effort:

- Two new poisons, Leeching Poison (heals you when it deals damage) and Volatile Poison (aoe damage). If you look at existing poisons they all have that poison droplet icon as part of the art so I'd like these ones to be consistent with that.
- Three new traps, Springrazor (explosive burst of barbed wire), Pitfall (pit in the ground) and Sentry (arrow 'turret'). Much like poisons, traps also have a consistent style - the gray circle below each.

In the attachment I've given all of the uncoloured icons for the other abilities, along with some partially coloured ones that I started on and gave up. Feel free to use that colour scheme or just do your own. I think the only one that needs a new icon is Fumble as that was a late addition. If you think of a great new version of an icon though I'd welcome alternate versions, your choice.

In addition, some existing game icons would need re-colouring:

- Track is now part of Survival, which has that green colour scheme. I know this was done via jotwebe's new icon colourscheme method though so it might be a bit tricky to replicate.
- Mobility now consists of Disengage, Trained Reactions, Tumble and Evasion, all of which have varying colour schemes. Not too fussed about which one becomes dominant, or even a brand new colour set.

Thanks.
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trenggiling
Halfling
Posts: 86
Joined: Fri Dec 12, 2014 9:39 pm

Re: I make ability icons for mods/addons

#43 Post by trenggiling »

Hey HousePet
Sorry for taking so long, real life stuff is slowing me down :P

Now I wanted to ask you a few things before I finish you request...
Summoner Stuff:
Summons
Quillfire Porcupine: Its a Porcupine that shoots quills!
Giant Ant: Summons a random flavoured giant ant.
Why are there only 2 of them? Are these innate abilities?
If there are other skills to go with them then I would like to see/remake them so that the over all style can stay consistent.
Wild Gift/Summon Commands
Command: Attack: Command a critter to make a special attack.
Command: Defend: Command a critter to make a special defend.
(Detonate)
(Summon Control)

Wild Gift/Summon Techniques
(Phase Summon)
(Frantic Summoning)
Revitalise: Mass summon healing.
Summon Essence: Summon a critter as a buff for yourself.
Do you want me to make the ones in parentheses?
Or are they skills that already exist in game, and your just moving them around some?
Last edited by trenggiling on Tue Dec 22, 2015 4:04 pm, edited 1 time in total.

trenggiling
Halfling
Posts: 86
Joined: Fri Dec 12, 2014 9:39 pm

Re: I make ability icons for mods/addons

#44 Post by trenggiling »

Razakai wrote:If you have time, I could do with some icons for my Rogue addon: https://docs.google.com/document/d/1BcZ ... NJCg0/edit
Sure NP
For the most part I have the uncoloured ones taken from the game-icons site, but my colouring skill is terrible and there's a few tricky ones that would need some manual effort:
Wait? What game-icons site?
- Two new poisons, Leeching Poison (heals you when it deals damage) and Volatile Poison (aoe damage). If you look at existing poisons they all have that poison droplet icon as part of the art so I'd like these ones to be consistent with that.
- Three new traps, Springrazor (explosive burst of barbed wire), Pitfall (pit in the ground) and Sentry (arrow 'turret'). Much like poisons, traps also have a consistent style - the gray circle below each.

In the attachment I've given all of the uncoloured icons for the other abilities, along with some partially coloured ones that I started on and gave up. Feel free to use that colour scheme or just do your own. I think the only one that needs a new icon is Fumble as that was a late addition. If you think of a great new version of an icon though I'd welcome alternate versions, your choice.

In addition, some existing game icons would need re-colouring:
Should be easy enough.
- Track is now part of Survival, which has that green colour scheme. I know this was done via jotwebe's new icon colourscheme method though so it might be a bit tricky to replicate.
- Mobility now consists of Disengage, Trained Reactions, Tumble and Evasion, all of which have varying colour schemes. Not too fussed about which one becomes dominant, or even a brand new colour set.
Cool, cool.
Thanks.
NP 8)

Razakai
Uruivellas
Posts: 889
Joined: Tue May 14, 2013 3:45 pm

Re: I make ability icons for mods/addons

#45 Post by Razakai »

http://game-icons.net/ is where I pull my stuff from, which I think is where a lot of the ToME icons originate.

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