Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: How exactly are we supposed to understand tilesets?  (Read 1579 times)

Mouthwash

  • Bay Watcher
    • View Profile
How exactly are we supposed to understand tilesets?
« on: July 28, 2014, 11:36:06 am »

There doesn't appear to be any sort of guide.
Logged

eccentric

  • Bay Watcher
    • View Profile
Re: How exactly are we supposed to understand tilesets?
« Reply #1 on: July 28, 2014, 11:56:45 am »

Do you mean where/what they are used for?
DF2014:Tilesets
« Last Edit: July 28, 2014, 12:16:10 pm by eccentric »
Logged

Mouthwash

  • Bay Watcher
    • View Profile
Re: How exactly are we supposed to understand tilesets?
« Reply #2 on: July 28, 2014, 11:59:38 am »

I look at the landscape. Lots of ascii characters, in lots of different colors. I don't know what they mean.
Logged

thedrelle

  • Bay Watcher
    • View Profile
Re: How exactly are we supposed to understand tilesets?
« Reply #3 on: July 28, 2014, 12:08:12 pm »

Here's a start

Creatures:
http://dwarffortresswiki.org/index.php/DF2014:Creature

Plants:
http://dwarffortresswiki.org/index.php/DF2014:Plant

also: if you need to know what something is, you can press K and look at an item, and it will tell you what it is!

also also: if you want something a bit more accessible, try out the graphical tilesets here:

http://dwarffortresswiki.org/index.php/DF2014:Graphics_set_repository
« Last Edit: July 28, 2014, 12:09:50 pm by thedrelle »
Logged
*scribble scribble*

Yes?

eccentric

  • Bay Watcher
    • View Profile
Re: How exactly are we supposed to understand tilesets?
« Reply #4 on: July 28, 2014, 12:13:42 pm »

Like thedrelle said use [k] to look around.

If you want to keep the ASCII feel but easier to understand try CLA graphic set
Logged

FrankMcFuzz

  • Bay Watcher
  • Accomplished Cat Cooker
    • View Profile
Re: How exactly are we supposed to understand tilesets?
« Reply #5 on: July 28, 2014, 06:48:39 pm »

I would advise getting the lazy newb pack... or whatever the equivalent is these days. PeridexusErrant? And try out all the packs that are inside to see which suits you the best.
Logged
Urist cancels rest injury: Too injured

Echostatic

  • Bay Watcher
    • View Profile
Re: How exactly are we supposed to understand tilesets?
« Reply #6 on: July 28, 2014, 07:02:27 pm »

Looking around with K and just getting a feel for what is what, allowed me to quickly learn what the different symbols meant.
Logged

kiwiphoenix

  • Bay Watcher
    • View Profile
Re: How exactly are we supposed to understand tilesets?
« Reply #7 on: July 28, 2014, 10:15:35 pm »

I would also strongly advise setting [VARIED_GROUND_TILES] in data/init/d_init.txt to NO.
ASCII is loads more manageable when you haven't got four different symbols to mean bare dirt.
Logged

Bartholomew The Pious

  • Bay Watcher
    • View Profile
Re: How exactly are we supposed to understand tilesets?
« Reply #8 on: July 28, 2014, 10:59:21 pm »

I don't know, I really like the look of the varied ground tiles, especially since I have put Dwarf fortress away for a long time. But then again I switched back to NO in the past, so I got mixed preference.
Logged
I can't quote for squat, but this is very true. Credit to PTTG?? for this insightful comment.
~Haven & Hearth has always been a terrible game with great promise. That promise kind of faded away, and now it's mainly a way for a few dedicated scumbags to annoy the few new people who drift in.~

Melting Sky

  • Bay Watcher
    • View Profile
Re: How exactly are we supposed to understand tilesets?
« Reply #9 on: July 29, 2014, 02:27:28 am »

Mouthwash, what tile set are you currently using? Is it the default ASCII graphics?
Logged

Mouthwash

  • Bay Watcher
    • View Profile
Re: How exactly are we supposed to understand tilesets?
« Reply #10 on: July 29, 2014, 02:39:02 am »

Mouthwash, what tile set are you currently using? Is it the default ASCII graphics?

Yeah. I've actually been doing just fine ever since I figured out the 'k' trick.
Logged

Dwimenor

  • Bay Watcher
    • View Profile
Re: How exactly are we supposed to understand tilesets?
« Reply #11 on: July 29, 2014, 03:21:32 am »

Once you start dreaming in ASCII you won't need "k" anymore.
Logged

Caz

  • Bay Watcher
  • [PREFSTRING:comforting whirs]
    • View Profile
Re: How exactly are we supposed to understand tilesets?
« Reply #12 on: July 29, 2014, 05:05:15 am »

As others said, liberal use of 'k' to look around and the wiki to look up what you see. You get used to it in a couple days.
Logged

Melting Sky

  • Bay Watcher
    • View Profile
Re: How exactly are we supposed to understand tilesets?
« Reply #13 on: July 29, 2014, 06:27:24 pm »

Some people find the modded graphics tile sets easier to learn but it sounds like you are doing fine with the ASCII. Once you've played for a while and learned the game you can pretty much switch between any tile set there is and still be able to tell what's going on. I learned how to play on Obsidian but since the new version came out I've been using ASCII. I think the ASCII is a bit harder to learn the game on initially.
Logged

chronicpayne

  • Bay Watcher
  • The graveyards are full of indispensable men.
    • View Profile
Re: How exactly are we supposed to understand tilesets?
« Reply #14 on: July 30, 2014, 04:56:21 am »

Once you start dreaming in ASCII you won't need "k" anymore.


But yeah feel free to try out the tilesets forum for some other options. "Pheobus" is a popular choice.
Logged
Pages: [1] 2