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Author Topic: GemSet v1.41 [42.04]  (Read 345882 times)

DragonDePlatino

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Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #315 on: June 08, 2015, 09:58:43 pm »

OK, so let me get this straight...Farm plots display a (≈) when awaiting a crop, (═) when a crop is growing and something like (♣) when fully grown. The latter can only have a single graphic and it will not change depending on what growths there are on a crop. And when the crop is on the ground as an item, it also uses the (♣) determined by the PICKED_TILE.

Shrubs, branches and twigs, on the other hand, change graphics depending on the highest-priority growth that is on them. If growths are picked from these three things, they can have unique graphics.
« Last Edit: June 08, 2015, 10:00:27 pm by DragonDePlatino »
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Kromtec

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Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #316 on: June 09, 2015, 12:30:24 am »

Please don't forget about the subterranean plants! They are easily outnumbered by their surface counterparts but have very unique purposes.
Playing fortress mode the dwarven way :D you spend most of the time underground and base whole industries around these plants, so it would be awesome to have more visual variation.

Subterranean Plants:
Cave wheat • Dimple cup • Pig tail • Plump helmet • Quarry bush • Sweet pod

Subterranean Trees:
Black-cap • Blood thorn • Fungiwood • Goblin-cap • Nether-cap • Spore tree • Tower-cap • Tunnel tube

Subterranean Grasses:
Cave moss • Floor fungus
« Last Edit: June 09, 2015, 12:33:25 am by Kromtec »
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Meph

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Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #317 on: June 09, 2015, 12:50:16 am »

I agree with what has been said. This is huge, and I don't mean the number of sprites. :P Once an example is set for larger tilesets, fully using Twbt and offering override files for others to use, I hope more people will do so and create more sets this size. I'd certainly contribute, I planned that anyway once mifki made unique workshops possible. At the time I was the only one asking, so it didnt seem worth the effort, but now we have at least 3 people. :)

This is great. :)
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Button

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Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #318 on: June 09, 2015, 08:16:06 am »

OK, so let me get this straight...Farm plots display a (≈) when awaiting a crop, (═) when a crop is growing and something like (♣) when fully grown. The latter can only have a single graphic and it will not change depending on what growths there are on a crop. And when the crop is on the ground as an item, it also uses the (♣) determined by the PICKED_TILE.

Shrubs, branches and twigs, on the other hand, change graphics depending on the highest-priority growth that is on them. If growths are picked from these three things, they can have unique graphics.

That matches my experience, yes. Though tree trunks can also change graphics, such as bananas. And when a crop is picked from a farm plot, the game gives an even chance of each of its usable states being the one to drop. So for example quarry bushes from farm plots have a 50/50 chance of giving quarry bush leaves or quarry bushes; and capers will drop leaves, buds, and berries in equal quantities, but never full caper plants, because full caper plants have no uses.

It's possible that twbt will provide more granularity, allowing you to differentiate between e.g. which crops are growing in which farm tile, but I think it's unlikely.
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I used to work on Modest Mod and Plant Fixes.

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DragonDePlatino

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Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #319 on: June 09, 2015, 09:06:49 pm »

After getting Kromtec and Button's feedback, I decided to take a different approach to the plants.


Spoiler: Standard Plants (click to show/hide)

Since I won't be able to create tiles for the different states of a plant, I'll compensate by giving each plant a unique sprite. The larger plants here are the crops, while the smaller ones are shrubs. The smaller plants will also be used for the brown-colored dead crops and dead shrubs. Oh, and these are by no means the actual colors you will see in-game. Everything here will look different depending on your color scheme.
« Last Edit: June 09, 2015, 09:09:00 pm by DragonDePlatino »
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Button

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Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #320 on: June 11, 2015, 11:06:23 am »

I like them :). Though it would be a little weird for a wild shrub to go from "generic shrub" to "specific shrub" when it dies. Or if you plan on making specific graphics for every wild shrub - do you intend to make tiles to indicate that e.g. the blueberries are ripe & ready to pick?
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I used to work on Modest Mod and Plant Fixes.

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Max™

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Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #321 on: June 11, 2015, 11:45:27 am »

I like how clear the dimple cup and plump helmets are there, once again it's easy to see this having a sort of iconic familiarity as the phoebus creatures do for many.
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DragonDePlatino

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Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #322 on: June 11, 2015, 06:01:08 pm »

Right now, the crops and shrubs are planned to look something like this:


Maize crop, dead maize crop, maize shrub, dead maize shrub.

Currently, I'm debating whether to use the system on the top or the system on the bottom. I think the lower one looks better but it create a problem if a crop is naturally supposed to be brown. If the dead crops are smaller (like on the top) this sets them apart but also makes them look like dead shrubs.
« Last Edit: June 11, 2015, 06:05:35 pm by DragonDePlatino »
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Dibujor

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Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #323 on: June 11, 2015, 06:41:29 pm »

And what if you color the bulb (that yellow part, whatever it is) with another color on the dead plant on the bottom system? Like a brownish /orangish/reddish color, or even grey ? That could tell apart the dead crop even if the plant is naturally brown.

Just an idea though
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Ironhand

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Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #324 on: June 11, 2015, 07:04:14 pm »

Holy cow.

These are the most beautiful pixels I have ever seen.
Like, I don't even--

I know what Dwarf Fortress is supposed to look like now.
And it's amazing.

Spoiler: FYI (click to show/hide)

Spoiler: also (click to show/hide)

...

Seriously, though.

You are my hero.
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DragonDePlatino

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Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #325 on: June 11, 2015, 07:25:41 pm »

Ah ha ha! It's the great Ironhand himself! I was super-jelly of your avatar the other day which motivated me to draw a new 80px one for my Bay12 account. :P

Thanks you so much! I've always loved your silky-smooth shading and I definitely would have gone for that style if time had allowed it. As for the Z-menu...this isn't a problem with other tilesets? Maybe it's just a weird quirk with TWBT. The separate text tileset might be clashing with the creature graphics. I'll make sure to tell mifki about that one because I'm positive that I've got all of the soldier tiles.

Spoiler: curses_1280x600 (click to show/hide)

There's a smaller text tileset that'll be packaged with the next version. I'm afraid TWBT won't let you zoom in, but that should free up some screen space.
« Last Edit: June 11, 2015, 07:27:33 pm by DragonDePlatino »
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oriramikad

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Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #326 on: June 11, 2015, 07:27:20 pm »

How do I zoom in/out?
I thought I could use scroll wheel, but no luck.
Am I being stupid?
Check your key bindings, Ironhand. The scroll wheel should work . . . O_o
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Ironhand

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Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #327 on: June 11, 2015, 07:37:58 pm »

So I can't zoom with TWBT at all?

My key bindings for zooming look like this:

Code: [Select]
[BIND:ZOOM_IN:REPEAT_SLOW]
[BUTTON:0:5]
[BIND:ZOOM_OUT:REPEAT_SLOW]
[BUTTON:0:4]
[BIND:ZOOM_TOGGLE:REPEAT_NOT]
[SYM:2:F10]
[BIND:ZOOM_RESET:REPEAT_NOT]
[SYM:0:F10]

Are BUTTON:0:4 and BUTTON:0:5 the scroll wheel directions?
This is a fresh install, so I didn't remap anything unless dfhack did.
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DragonDePlatino

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Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #328 on: June 11, 2015, 07:48:31 pm »

I just tried it out and zooming seems to work for me. I did Esc -> Key Bindings, set zoom in to "Shift + Equals" and zoom out to "Minus".

Kromtec

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Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #329 on: June 12, 2015, 08:39:24 am »

As for the Z-menu...this isn't a problem with other tilesets? Maybe it's just a weird quirk with TWBT. The separate text tileset might be clashing with the creature graphics. I'll make sure to tell mifki about that one because I'm positive that I've got all of the soldier tiles.
This is a known bug. But in Ironhands' screenshot the miner looks like a dwarven child, that's new...


After playing for some ingame years now, there is one thing that bothers me a little bit:

I love how easily distinguishable military units of the different races are: (e.g. Axeman)
      

But a lot of the other jobs are very hard to tell apart: (e.g. Trader)
      

Especially with the next update of DF where we will get multiracial forts, it would be awesome to have a specific style per race, like you did with the soldiers.

How long till we can try the new plants?  :D
And are single-tile buildings possible with overrides in the current version of TWBT or do you have to wait like with the multi-tile buildings?
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