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Author Topic: GemSet v1.41 [42.04]  (Read 345893 times)

Button

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Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #270 on: June 05, 2015, 01:40:02 am »

I'm doing some testing before I upload the Modest Mod version - focusing, naturally, on plants. ;) I'm using the version I downloaded a few hours ago, before you uploaded v1.31, so while these may be out of date I don't think so.

My embark has bamboo, and while two of the variations are working fine, the other two are showing up as ASCII. I have varied grass on, so it's probably unrelated to the other bug.



The vertical strokes, the scripty fancy fs, and the lowercase I-forget-what-Greek-character are all arrow bamboo.

I've also noticed that plants (and presumably other items?) revert to their ASCII forms when being hauled.

P.S. your wild boars look adorably grumpy <3

P.P.S. The shrubs are starting to bloom and their overrides don't seem to be working either.



That's a celery plant, a lettuce, and a bilberry bush in flower all in a row. Flowering trees are doing aight though. :)

P.P.P.S. My domesticated blackberry bushes are reaching maturity, and they're colons. I suspect since they're in a farm plot that this counts as a building though.



P.P.P.P.S. It's fruit season, and the fruit is coming in in ASCII for the ground shrubs:



And on the trees, it's just changing the color of the leaves.



Those are not fallen cherries, coloring what they'd fallen on red. Those are cherries ready for picking, but instead of fruit, they're leafy flowery things.

I don't think that's intended? If it is then please ignore me :).



This is a log sitting on a square with fallen cherry blossoms on. You can see that on some nearby grass squares the grass has been colored white by the fallen blossoms, but on the log the background is. Looks kind of weird, not sure what you want to do with that. :)



This is a stepladder while there's a dwarf standing on it.

P.P.P.P.P.S. Now this is interesting.



That icon in the center, that looks like bamboo? That's rat weed, being hauled by a dwarf. I guess hauled items are overridable after all?

I've definitely seen rat weed hauled and looking like ASCII though, which is weird. Yes, the same plant, I triple-checked.

P.P.P.P.P.P.S. Last thing, I'm going to bed now. Tree trunk completely surrounded by tree trunks!

« Last Edit: June 05, 2015, 03:05:41 am by Button »
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PeridexisErrant

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Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #271 on: June 05, 2015, 08:32:27 am »

Quick feedback from Reddit:  it would be good to include data/art/mouse.png

My upload script fixed that automatically, but it's the last thing preventing drop-in installation.
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Richard Von Veger

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Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #272 on: June 05, 2015, 09:27:28 am »

This looks awesome, posting to watch...
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DragonDePlatino

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Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #273 on: June 05, 2015, 11:54:49 am »

I'm doing some testing before I upload the Modest Mod version - focusing, naturally, on plants. ;) I'm using the version I downloaded a few hours ago, before you uploaded v1.31, so while these may be out of date I don't think so.

Good grief. The plant overrides are a mess, aren't they? I can't spawn in plants with like creatures or items, so a lot of them have remained untested.

Could you please PM me a copy of your save file so I can give everything a look? I've been meaning to overhaul the plant overrides anyways.

Quick feedback from Reddit:  it would be good to include data/art/mouse.png

My upload script fixed that automatically, but it's the last thing preventing drop-in installation.

Sure thing. I don't know nor care if there are any 3rd-party utilities that actually use it, but I went ahead and drew a custom one anyways.
« Last Edit: June 05, 2015, 12:07:06 pm by DragonDePlatino »
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Kromtec

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Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #274 on: June 05, 2015, 01:18:30 pm »

I was finally able to play for a short time.  :D

Spoiler (click to show/hide)

Critique:

As Button already documented, the plants are a little buggy. Bamboo, Raspberry Bushes, Radish Plants, ... all had ASCII tiles.
Built beds, thrones, tables, doors were all ASCII as well as the workshops of course.

The curses_24_text.png tileset for the text is too big in my opinion. 16x16 tiles or even 12x16 tiles look a lot better on a 1080p screen.
Because of TWBT there is no need to have the tileset for the text in the same resolution than the tileset for the graphics.

The dark blue in your custom color schema was very hard to read on the black background.
(some mods in lazy newb pack write infos in this blue color, for example the one that shows whats under the mouse cursor)
So I reverted back to the ASCII default colors and I have to say that I like it a lot.
With your colors a lot of the soil types are bright red compared to the brownish more earthy colors of the default ASCII colors.

Conclusion:

These minor things aside, Gemset is definitely my new default tileset. I like every other aspect!
I love everything that falls on the ground during mining, the stones and gems look awesome!
The categorisation of the stone/ore/soil types are extremly cool.

I can't imagine how awesome it will be when the next version has working plants and soon buildings.

DragonDePlatino

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Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #275 on: June 05, 2015, 02:22:08 pm »

Thanks for the feedback and compliments! I've got some fixes underway right now.

I'll be starting ASAP on the plant growths once Button sends me that save. Fixing the floor overrides like bamboo is a very trial-and-error process, and I'll need to bounce between my overrides.txt and the game to get those working.

I'll also be adding a smaller text tileset for the next update. I want to keep the text nice and big, but I don't want to waste too much horizontal space. As a compromise, I'll be upscaling curses_640x300 and making a 16x24 tileset instead of a 24x24 tileset. Here's my progress on that:



Yeah, I scrapped the custom colors scheme in v1.3 for a lot of reasons. I'll leave the color scheme stuff to guys like Vherid who know what they're doing.

Button

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Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #276 on: June 05, 2015, 02:36:48 pm »

Unfortunately my save is at home, so it'll be a few hours.

The way I usually test plants is to mod them to appear in any biome, remove all aboveground plants except the ones I'm testing, and gen a pocket world with minimum settings. That makes it very easy to control what plants appear on embark. The error log doesn't like it very much, but it doesn't actually break anything.
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Kromtec

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Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #277 on: June 05, 2015, 05:24:41 pm »

I saw an animated lungfish! Very nice, I hope you expand that technique to other creatures.
Special praise also for that stone-breaking animation during mining.

What bothers me a little after playing for a while now is the lack of size differences between the more common creatures.
A cat or hen the same size as the water buffalo next to it looks slightly weird.  ???
How time consuming is it to go through at least domestic and maybe small_mammal and alter the size of some of these to roughly their child version?
The child version should shrink for a few pixel too and could in some cases get another color (hen/poult).

DragonDePlatino

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Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #278 on: June 05, 2015, 05:57:27 pm »

When you're working with low-resolution pixel art, you have two choices from a design standpoint. You can make all of the creatures proportional (sacrificing visibility) or you can make them all the same size (impacting immersion). I experimented with both ideas heavily, and decided the latter would be best. For GemSet, visibility takes priority over realism. People are welcome to move some of the child sprites into the adult ones, though.

Anyways, I've made some heavy edits to both the map and text tileset. The map tileset received some small tweaks and the text tileset is now 16x24. Essentially, it's now a 2x version of curses_640x300 so you only need 1280px of horizontal resolution to view it. Here are both of the new tilesets along with an init.txt. If someone could give these a test run for me, that would be great.

Spoiler: curses_1280x600 (click to show/hide)
Spoiler: gemset_map (click to show/hide)
Spoiler: init.txt (click to show/hide)

Unfortunately my save is at home, so it'll be a few hours.

The way I usually test plants is to mod them to appear in any biome, remove all aboveground plants except the ones I'm testing, and gen a pocket world with minimum settings. That makes it very easy to control what plants appear on embark. The error log doesn't like it very much, but it doesn't actually break anything.

Sorry, but beyond the graphical stuff, I'm not really familiar with raw modding. I'm OK waiting a while for a test save, though. I've got other things I can tweak until then.

Button

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Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #279 on: June 05, 2015, 06:55:48 pm »

Save is here.

I could put together a set of plant testing raws for you if you like.
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DragonDePlatino

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Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #280 on: June 05, 2015, 08:58:05 pm »

Nah, it'll be just fine. Once I get the hang of doing the growth overrides of a single plant, everything else will be easy. Thanks for sending me that.

EDIT:

Spoiler: Hurraaaaay! (click to show/hide)

Turns out, I only had GrassDarkFloor (actually light) overrides for bamboo. All bamboo is bright, so I assumed those were the only overrides I needed. I made some overrides for GrassLightFloor (actually dark) bamboo and it fixed it right up. I also separated soil and plants into their own tile sheets in a vain attempt to make GemSet more organized.

Now I'll direct my attention to overhauling the plant growths. I'm not going to be a crazy person and give each growth a unique sprite (which isn't possible), but I would like to make the plant graphics a lot more granular like the stone tiles. Just for fun, I would like to make leaves a visible growth while they are on plants and have the [PICKED_TILE] be a leafless plant. I'll be taking any suggestions now if you have them, Button.
« Last Edit: June 06, 2015, 01:41:54 am by DragonDePlatino »
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Kromtec

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Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #281 on: June 06, 2015, 02:05:55 am »

When you're working with low-resolution pixel art, you have two choices from a design standpoint. You can make all of the creatures proportional (sacrificing visibility) or you can make them all the same size (impacting immersion). I experimented with both ideas heavily, and decided the latter would be best. For GemSet, visibility takes priority over realism. People are welcome to move some of the child sprites into the adult ones, though.

Understood!  :)

Anyways, I've made some heavy edits to both the map and text tileset. The map tileset received some small tweaks and the text tileset is now 16x24. Essentially, it's now a 2x version of curses_640x300 so you only need 1280px of horizontal resolution to view it. Here are both of the new tilesets along with an init.txt. If someone could give these a test run for me, that would be great.

Spoiler: curses_1280x600 (click to show/hide)
Spoiler: gemset_map (click to show/hide)
Spoiler: init.txt (click to show/hide)

I tested your new font tileset and I like it a lot:
Spoiler (click to show/hide)

Meph

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Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #282 on: June 06, 2015, 03:09:55 am »

Curse you Dragondeplatino, because usually I like the realistic style of the Obsidian set more, but I might very well make this my and by extension, MasterworkDFs, default tileset.
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Kromtec

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Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #283 on: June 06, 2015, 04:05:35 am »

I've breached the caverns!

Spoiler (click to show/hide)

On the cavern floor there is a lot of floor fungus, young tower-caps, plump helmets, etc. but they all look like colored grass/plants.
Can you give mushrooms and fungus separate tiles or is this impossible?


Edit: Why did you remove the fish animation? They now switch between the letters "y" and "z" instead of the animation.
« Last Edit: June 06, 2015, 12:18:23 pm by Kromtec »
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DragonDePlatino

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Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #284 on: June 06, 2015, 12:47:36 pm »

I've breached the caverns!

Spoiler (click to show/hide)

On the cavern floor there is a lot of floor fungus, young tower-caps, plump helmets, etc. but they all look like colored grass/plants.
Can you give mushrooms and fungus separate tiles or is this impossible?


Edit: Why did you remove the fish animation? They now switch between the letters "y" and "z" instead of the animation.

Hmm...I didn't want to give unique tiles to the underground grasses because they share the same ASCII tiles as the aboveground grasses. However...I'm currently in the process of overhauling the plants so I'll make them some tiny mushrooms or something.

Thanks for catching the missing fish tiles. This is why I send my stuff out for people to test. :U Until then, you might wanna use an older version of the map tileset.

Curse you Dragondeplatino, because usually I like the realistic style of the Obsidian set more, but I might very well make this my and by extension, MasterworkDFs, default tileset.

You know, after bumping around on the forums for a bit, I've started to notice that a lot. Most people on these forums grew up with roguelikes, WRPGs and older PC games, so they tend to gravitate towards more gritty or realistic graphics. I was a Gamecube-era Nintendo kid, so I've always been fond of a more cartoony look. With that in mind, I can understand your hesitation in adopting GemSet. :/

Oh, but I haven't forgotten about the promise I made to you back in Janauary. So if you're gonna be adding GemSet support to Masterwork, you might wanna hold off until I start on that, mmmkay? :D
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