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Author Topic: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]  (Read 155234 times)

antydoom

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Re: Duerer tileset v.02[15x15][40.09]
« Reply #30 on: August 20, 2014, 08:06:42 am »

love the enviroment screens but you could use some improvements on the dwarfs themselves.
  :D
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HaterSkater

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Re: Duerer tileset v.02[15x15][40.09]
« Reply #31 on: August 20, 2014, 08:10:06 am »

I just have to say, I've played with a lot of different tilesets from Ironhand to Phoebus, to Mayday, and beyond. This is by far my favorite tileset as far as aesthetics go. I love the desaturated look!
Thanks, i appreciate that, and i hope you will enjoy further updates.
And same goes to everyone ;)
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Duerer TWBT tileset v.0.6.A

HaterSkater

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Re: Duerer tileset v.02[15x15][40.09]
« Reply #32 on: August 20, 2014, 08:21:24 am »

use some improvements on the dwarfs themselves.
  :D
such as? i'd like to start with modding dwarf graphics after next release though.
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Duerer TWBT tileset v.0.6.A

i00n

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Re: Duerer tileset v.02[15x15][40.09]
« Reply #33 on: August 20, 2014, 12:51:36 pm »

You are going to make different graphics for each profession? It would be nice :) I'm looking forward to what you will come up with.
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1v0ry_k1ng

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Re: Duerer tileset v.02[15x15][40.09]
« Reply #34 on: August 22, 2014, 07:10:52 am »

would you consider making a branch of this that has triangular ramp tiles? I'm still finding it hard to visualise these.

HaterSkater

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Re: Duerer tileset v.02[15x15][40.09]
« Reply #35 on: August 22, 2014, 09:52:17 am »

would you consider making a branch of this that has triangular ramp tiles? I'm still finding it hard to visualise these.
Wait a minute, until i update this post
Thanks. Here is a current work-in-progress screenshot. Vanilla added, so you may easily call the tile which is wrong from your point of view, because now i don't quite understand. So, what do you think should be fixed?  ???
Spoiler (click to show/hide)
« Last Edit: August 22, 2014, 10:02:08 am by HaterSkater »
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Duerer TWBT tileset v.0.6.A

1v0ry_k1ng

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Re: Duerer tileset v.02[15x15][40.09]
« Reply #36 on: August 22, 2014, 11:41:39 am »

Sorry, I was reffering to ramps - tiles that indicate a slope either upward or downward to a new Z - level.

You currently use a spade-shaped graphic. The screenshot below shows the default triangular graphic.

I'm not saying its wrong - your tileset is gorgeous - I personally just find the triangle graphic for slopes much clearer.

HaterSkater

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Re: Duerer tileset v.02[15x15][40.09]
« Reply #37 on: August 22, 2014, 12:02:04 pm »

I personally just find the triangle graphic for slopes much clearer.
Ah. Got it now :)
But HaterSkater likes spade tiles for their fanciness
Actually after your post i noticed that similarity of some of the environment tiles really may be confusing. I played with tree tiles again, and kinda fixed / overworked this issue, so for now tiles remains the same as in v02, but tree leaves are more darker than ramps, so it's easier to tell them apart, and also forest doesn't look like acid carpet now.
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Duerer TWBT tileset v.0.6.A

HaterSkater

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Re: Duerer tileset v.03[15x15][40.10]
« Reply #38 on: August 24, 2014, 03:10:18 pm »

Update!

Duerer v.0.3 [40.10]
Please wait for a while, i found issue in d_init
Fixed.
Line [POST_PREPARE_EMBARK_CONFIRMATION:IF_POINTS_REMAIN] was missing in d_init. You may redownload now or just write it in d_init.txt after the [EMBARK_WARNING_ALWAYS:NO] line.


What's new:
— Changed noise values again so surroundings looks more calm now
— Decreased brightness of water/sand/snow tiles
— Font is more medieval (based on XV century Jenson Antiqua), while keeping same level of readability
— Added halftones to text as well as furniture and other stuff for more fanciness
— More detailed appearance of dwarves
— Changed military dwarf's helm to gothic one for bonus historical accuracy points
— Significantly improved trees with new unique tiles added
— Fixed issue with tree leaves/branches blending with ramp tiles when located near each other (thanks to 1v0ry_k1ng)
— Fixed appearance of tiles below current Z-level (again thanks to 1v0ry_k1ng)
— New tile-magic-based graphics for minecart tracks
— Blocks looks like blocks now
— Other minor changes
« Last Edit: August 24, 2014, 05:50:24 pm by HaterSkater »
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Duerer TWBT tileset v.0.6.A

HaterSkater

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Re: Duerer tileset v.03[15x15][40.10]
« Reply #39 on: August 24, 2014, 04:13:21 pm »

I'll reply to UP thread. read Note in previous post please.
I apologize for any inconvenience ::)
« Last Edit: August 24, 2014, 04:15:36 pm by HaterSkater »
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Duerer TWBT tileset v.0.6.A

Deon

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Re: Duerer tileset v.03[15x15][40.10]
« Reply #40 on: August 25, 2014, 09:50:04 am »

G O R G E O U S.

May I have a permission to modify the tiles a bit and use it in my Wasteland mod? It looks amazing, both the color scheme and the icons.
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HaterSkater

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Re: Duerer tileset v.03[15x15][40.10]
« Reply #41 on: August 25, 2014, 10:55:21 am »

G O R G E O U S.

May I have a permission to modify the tiles a bit and use it in my Wasteland mod? It looks amazing, both the color scheme and the icons.
No problem. And i'd like to see screenshots ;)

UPD: aye, almost forgot, tree graphics here uses some of the tiles that have no use in vanilla. Consult subsection in OP, if you didn't yet. That may be important, since you want to use it with mod
« Last Edit: August 25, 2014, 11:22:33 am by HaterSkater »
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Duerer TWBT tileset v.0.6.A

Eich

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Re: Duerer tileset v.03[15x15][40.10]
« Reply #42 on: August 26, 2014, 10:55:05 am »

This tileset looks awesome! Keep it coming!
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i00n

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Re: Duerer tileset v.03[15x15][40.10]
« Reply #43 on: August 28, 2014, 01:55:15 pm »

Looks slightly brighter now, I like that :) previosely I had some problems looking ad dark text or dwarves that were recruits, they were just too dark.
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HaterSkater

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Re: Duerer tileset v.03[15x15][40.10]
« Reply #44 on: August 28, 2014, 02:27:23 pm »

Looks slightly brighter now, I like that :) previosely I had some problems looking ad dark text or dwarves that were recruits, they were just too dark.
That's something i'm trying to adjust at the moment, but constantly failing. The problem is dark grey of Vherid's Jade is actually dark. And it may be ok for recruits or iron bars, but if you try (srsly, try it) to embark at desert... And since Vherid schemes are pretty well and precisely designed, i need to be careful, because simple "brighter dark grey" somehow ruins everything. Anyway, i'll try my best prior weekend, thanks for feedback
« Last Edit: August 28, 2014, 02:29:31 pm by HaterSkater »
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Duerer TWBT tileset v.0.6.A
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