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Author Topic: Steam/Itch.io tileset - Mayday/Ironhand - Discussion and Suggestions  (Read 461632 times)

Criperum

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Re: Steam DF tileset - Mayday/Meph - Discussion and Suggestions
« Reply #405 on: April 01, 2019, 05:42:53 pm »

PTW
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Meph

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Re: Steam DF tileset - Mayday/Meph - Discussion and Suggestions
« Reply #406 on: April 02, 2019, 12:17:28 am »

Oh, I'm sure that will be just lovely to handle! Since it looks like we can't be pleased with the small creatures even when we agree on how they look. I don't envy you.

Maybe Toady can make the game color your sprites based on the creature's body material? That already works to a certain extent, right?
Oh, I'm pretty hardened up when it comes to user feedback. I love getting it, but I have no issues ignoring it when it makes no sense. Even if a sprite (or mod feature) would look/work perfectly as indented, there will always be people that simply have a different personal taste.

Maybe; it would be cool to use ingame colors, but they only effect parts of the sprite. How should the game know which parts are the skin, or the feathers, or the hair, if we don't make a pre-set for every creature manually. It's possible but would mean a lot more work.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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Cruxador

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Re: Steam DF tileset - Mayday/Meph - Discussion and Suggestions
« Reply #407 on: April 02, 2019, 12:29:11 am »

Maybe; it would be cool to use ingame colors, but they only effect parts of the sprite. How should the game know which parts are the skin, or the feathers, or the hair, if we don't make a pre-set for every creature manually. It's possible but would mean a lot more work.
It's probably still worth it for common creatures like dogs, though, and it wouldn't be much more work for many single-colored creatures, of which there's a few - Llama, sheep, horse, and donkey could work that way in the sprites Mayday posted. In fact, cats and dogs fit that criteria anyway.
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Jiri Petru

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Re: Steam DF tileset - Mayday/Meph - Discussion and Suggestions
« Reply #408 on: April 02, 2019, 03:42:00 am »

Re: bloody corpses...

You don't need bloody corpses. There is already blood splatter in the game, which I suppose will be rendered. So if someone kills a character, you render the blood and corpse separately and it looks all proper. If someone dies of old age, you just show the sprite and there's no blood splatter.

Basically, don't include blood in the sprites, is what I'm saying. It's redundant.
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Starver

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Re: Steam DF tileset - Mayday/Meph - Discussion and Suggestions
« Reply #409 on: April 02, 2019, 09:11:23 am »

Maybe; it would be cool to use ingame colors, but they only effect parts of the sprite. How should the game know which parts are the skin, or the feathers, or the hair, if we don't make a pre-set for every creature manually. It's possible but would mean a lot more work.
Frankenstein everything, but at least with a single creature you can plausibly match each overlay (from the entire body of a given fur colour to the perhaps single-pixel of eye-colour, if you so wish) so that it matches perfectly rather than your 'attempt to make the &/FB sensible from endlessly permutative nonsensical body layout list' dilemma.

Although the phrase "If I wanted to go there, I wouldn't start from here" comes to mind.
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Putnam

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Re: Steam DF tileset - Mayday/Meph - Discussion and Suggestions
« Reply #410 on: April 02, 2019, 09:28:43 am »

Maybe; it would be cool to use ingame colors, but they only effect parts of the sprite. How should the game know which parts are the skin, or the feathers, or the hair, if we don't make a pre-set for every creature manually. It's possible but would mean a lot more work.

I can think of two ways for this:

1. separate sprites for each color, with the graphics raws selecting the tissue that the color will be taken from;
2. separate alpha channels or similar for each color, which i literally can't decide if it's less or more work (and would require moving away from BMP which... okay, that's actually not a bad thing at all)

Meph

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Re: Steam DF tileset - Mayday/Meph - Discussion and Suggestions
« Reply #411 on: April 02, 2019, 10:14:41 am »

Putnam: If the color changes are put in, it would be different alpha channels. Too many extra sprites otherwise. Just the beard/hair styles X possible colors on Dwarves alone would be 3700 sprites.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Cruxador

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Re: Steam DF tileset - Mayday/Meph - Discussion and Suggestions
« Reply #412 on: April 02, 2019, 11:10:46 am »

Yeah, it would probably be a tiff or something. But it's not a particularly difficult thing to do technologically. Just tedious. What might take a bit more skill is making it look good, but fundamentally, you just paint a shading channel on a mask (it seems to me that index transparency would be fine, but it's not like alpha* is that expensive) and then you paint each colored zone with the appropriate raw-dependant channel. You can have whatever number of channels you like with tiff, which is why it's often used in remote sensing, and as opposed to a rgb or argb format like png or indeed bitmap. As for workflow, I don't see it being that hard honestly now that I'm thinking about. Can't you just paint a greyscale sprite in a shading channel, and then paint the colors at full saturation underneath it just to denote zones? I guess you can use rbg if there are things without raw color values but it's still basically just greyscale and underlay.

*which technically refers to the channel for transparency; although you might be able to coloration that way, doing it as a normal color channel (like the red, green, and blue channels) would, by my reckoning, be simpler both for the people and for the hardware.
« Last Edit: April 02, 2019, 11:38:31 am by Cruxador »
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Starver

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Re: Steam DF tileset - Mayday/Meph - Discussion and Suggestions
« Reply #413 on: April 02, 2019, 11:23:39 am »

AFAICT, the suggestion was like one of mine: (Red Beard/Brown Beard/Blonde Beard/...)  +  (Wan face/dark face/ruddy face/...) + (ditto hair...) 
Spoiler (click to show/hide)

But all that's probably pie-in-the-sky thoughts, both options. Just thinking out loud. And reinventing someone else's wbeel, as well, no doubt. (That Cruxador's post happen during, I notice as I try to Submit.)
« Last Edit: April 02, 2019, 11:26:19 am by Starver »
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Liamar

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Re: Steam DF tileset - Mayday/Meph - Discussion and Suggestions
« Reply #414 on: April 03, 2019, 05:58:38 am »

Spoiler (click to show/hide)

Might I suggest making dogs in this position:

Due to the nature of tiles the stillness of the pose will be easier on the my eyes than the perpetual sniffing/playing pose.
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Magistrum

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Re: Steam DF tileset - Mayday/Meph - Discussion and Suggestions
« Reply #415 on: April 03, 2019, 12:18:03 pm »

Raised paw dog would be nice, agreed. Would need to see how it would look in 32px goodness though.
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Shonai_Dweller

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Re: Steam DF tileset - Mayday/Meph - Discussion and Suggestions
« Reply #416 on: April 03, 2019, 05:18:40 pm »

Raised paw dog would be nice, agreed. Would need to see how it would look in 32px goodness though.
Wouldn't it look kind of weird sliding along with one paw raised?
Well, if animation is coming, I guess it doesn't matter.
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Cruxador

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Re: Steam DF tileset - Mayday/Meph - Discussion and Suggestions
« Reply #417 on: April 03, 2019, 06:49:27 pm »

If animation is coming, a doggo snuffling around following a trail would be extra cute.

Although I agree with whoever said that it might make more sense to give that pose to hunting dogs specifically.
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Meph

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Re: Steam DF tileset - Mayday/Meph - Discussion and Suggestions
« Reply #418 on: April 04, 2019, 02:58:15 am »

Just as a reminder: The idle animations I posted are just mock-ups, to see how you guys would like those. ;)
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Criperum

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Re: Steam DF tileset - Mayday/Meph - Discussion and Suggestions
« Reply #419 on: April 04, 2019, 04:48:58 am »

Meph, do you know the game is being rendered by sortware renderer or hardware?
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