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Author Topic: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)  (Read 512966 times)

Hippoman

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Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
« Reply #105 on: July 13, 2014, 10:05:17 pm »

Not bad, not bad at all. If the almighty Ironhand likes it, you know you've done well.
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THPÆCROSSISM
ΘπÆ┼ - Rise up against our superiors! Let all dwarves be equal!
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Rexor

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Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
« Reply #106 on: July 14, 2014, 02:15:39 am »



Some additional progression from this evening.

If you end up releasing a graphics set, could you perhaps release sets that are scaled 1.5x and 2.0x etc.? Most graphics sets tend to look extremely small when using very large resolutions. My eyes aren't that bad, but often it's hard to see dwarves' (or goblins') professions at a glance.
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poncheman

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Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
« Reply #107 on: July 14, 2014, 10:35:19 pm »

Lurker, where did you get those goblins? I can't seem to find them anywhere inside Spacefox's tileset ):
« Last Edit: July 14, 2014, 11:12:57 pm by poncheman »
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Lurker28

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Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
« Reply #108 on: July 15, 2014, 01:28:45 am »

They are found within the thread. I've also created some of my own.
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poncheman

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Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
« Reply #109 on: July 17, 2014, 02:48:29 am »

Thanks a lot :)

Here's my take on Spacefox's.




Going totally for a more personal approach on this as I practice pixel art, just trying to give a more realistic look to it.
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Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
« Reply #110 on: July 20, 2014, 06:09:59 pm »

Can someone post a stand-alone that works with .40+?

They should all still work from .40 and each little bug fix right? I am not sure if they require memory offsets or what.
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SalmonGod

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Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
« Reply #111 on: July 20, 2014, 07:02:26 pm »

I'll see about doing that sometime soon.  I should have done that from the beginning.

I was thinking about looking into the problems listed before with the version I posted before continuing with any more, but I'm still also thinking about taking a shot at my own tileset.
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In the land of twilight, under the moon
We dance for the idiots
As the end will come so soon
In the land of twilight

Maybe people should love for the sake of loving, and not with all of these optimization conditions.

backlands

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Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
« Reply #112 on: July 29, 2014, 02:32:34 pm »

PTW, hoping to see something official or a branch by someone for 40.05, maybe I will take a swing at it if I don't see anything soon...
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fricy

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Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
« Reply #113 on: July 29, 2014, 03:16:59 pm »

PTW, hoping to see something official or a branch by someone for 40.05, maybe I will take a swing at it if I don't see anything soon...
Spacefox Afro's branch 40.04
Updated raws/object for Spacefox 40.05

Download both files, and replace raws/object with the updated files overwriting everything. Then open data/init/d_init.txt and add [STRICT_POPULATION_CAP:220] anywhere.

backlands

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Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
« Reply #114 on: July 29, 2014, 06:50:06 pm »

PTW, hoping to see something official or a branch by someone for 40.05, maybe I will take a swing at it if I don't see anything soon...
Spacefox Afro's branch 40.04
Updated raws/object for Spacefox 40.05

Download both files, and replace raws/object with the updated files overwriting everything. Then open data/init/d_init.txt and add [STRICT_POPULATION_CAP:220] anywhere.

You are the best! Were these links previously posted in here? I was looking through the thread during my lunch break and didn't find those.

~Backlands~
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Joist

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Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
« Reply #115 on: August 01, 2014, 07:42:16 pm »

Thanks for the raw updates Fricy.

I took the stripped down non-pre-installed Spacefox Afro pack from the MacNewbie Pack and tweaked it a little for personal preferences.

Changed the "O","o","0" back to normal, rotated the stools to they cap bridges properly, added a "trunk" tile similar to the Phoebus one and swapped the minecart tracks for the Phoebus version so that trees properly look like trees now.

Here it is if anyone wants it : LINK

Just extract it into a blank 40.05 install and replace all the stuff.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
« Last Edit: August 01, 2014, 07:58:56 pm by Joist »
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Joist

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Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
« Reply #117 on: August 04, 2014, 08:19:29 pm »

Updated my "Tweaked" pack for 40.06 based off the version loaded with the DF Starter Pack. Should work fine, just extract it into the df directory and overwrite everything.

Spacefox Afro Tweaked 40.06v3

EDIT: I added [STRICT_POPULATION_CAP] to d_init.txt, not sure if leaving it out still breaks migration but if you're having no migrants that's why.
« Last Edit: August 06, 2014, 08:55:18 pm by Joist »
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LeoCean

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Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
« Reply #118 on: August 06, 2014, 04:41:39 pm »

What is with all the .DS_Store in your packs? Neither the base game or the Lazynewbpack has them/ that many of them.

Plus you didn't add all the changes from 40.06, according to this post.

You can take the 40_05 set and update it with these files:

http://www.reddit.com/r/dwarffortress/comments/2ciwhp/dwarf_fortress_04006_released/cjgchxr

I didn't notice any of those changes in the spacefox version in lazynewbpack or your newest pack. While Phoebus and ironhands packs both had the changes, from what I could tell. I'm more interested in what those .Ds_store files are about though. They seem to be from you using a mac os. I guess the .DS_Store files can just be deleted. Also would 244 for the leaves and 255 for the branches not be better than the '#' and ';' currently used?
« Last Edit: August 06, 2014, 07:27:24 pm by LeoCean »
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Joist

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Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
« Reply #119 on: August 06, 2014, 08:54:48 pm »

Sorry, still new at this. The .DS_Store files should be gone now, IIRC they're just hidden index files on macs.

I pulled a version from a popular "newbie" pack to tweak so that I wouldn't have to deal with the raws, I guess I just assumed that they'd be updated fine.

I'll play with the trees a bit now and see how they look.

edit: OK, lesson learned, don't try to update the raw files by hand, just overwrite them.

edit: Still broken

edit: OK, there were way more different files than mentioned in that reddit post, I'm just going to trust the MacNewbie pack here because Fricy seems to be on top of things and make a few tweaks to that.


Working link to 40.06 Spacefox standalone

PS: Those twigs do look better
Spoiler (click to show/hide)
« Last Edit: August 06, 2014, 09:40:06 pm by Joist »
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