i would love to have these guys in build 16. i would leave it as is
for build 15. especially because it might involve a lot of tuning like
setting the hotspot, changing the graphics a few times because they
don't quite work, etc etc
they look nice though
On Mon, Apr 5, 2010 at 4:34 AM, Chuck Wilder <email address hidden> wrote:
> This also raises a question about race. So far, the models in the game
> have been represented with Caucasian skin tones. Here is another avenue
> of differentiation that could be explored.
>
> --
> add missing playercolor masks and ditch old playercolor code
> https://bugs.launchpad.net/bugs/536076
> You received this bug notification because you are subscribed to
> widelands.
>
> Status in Widelands: Confirmed
> Status in Widelands media development: Confirmed
>
> Bug description:
> Add missing playercolor masks (for example border markers and flags). Ditch the old playercolor code (patch attached). This simplifies the code tremendously.
>
>
>
i would love to have these guys in build 16. i would leave it as is
for build 15. especially because it might involve a lot of tuning like
setting the hotspot, changing the graphics a few times because they
don't quite work, etc etc
they look nice though
On Mon, Apr 5, 2010 at 4:34 AM, Chuck Wilder <email address hidden> wrote: /bugs.launchpad .net/bugs/ 536076
> This also raises a question about race. So far, the models in the game
> have been represented with Caucasian skin tones. Here is another avenue
> of differentiation that could be explored.
>
> --
> add missing playercolor masks and ditch old playercolor code
> https:/
> You received this bug notification because you are subscribed to
> widelands.
>
> Status in Widelands: Confirmed
> Status in Widelands media development: Confirmed
>
> Bug description:
> Add missing playercolor masks (for example border markers and flags). Ditch the old playercolor code (patch attached). This simplifies the code tremendously.
>
>
>