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Author Topic: Rage does not cover this feeling.  (Read 2812 times)

Raz

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Re: Rage does not cover this feeling.
« Reply #15 on: March 29, 2009, 08:24:53 pm »

Just when I think I've seen it all, people start getting all elitist about graphics in a ASCII game. :P

Personally, I prefer custom tile and graphics sets too.

REPRESENTIN' (I combined and customised a few)
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Lord Dullard

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Re: Rage does not cover this feeling.
« Reply #16 on: March 29, 2009, 08:29:38 pm »

Heh. Only jokingly elitist. Although I do think that the graphics set the OP posted is damned hard to decipher. But, hey, there's no accounting for taste, right?

That one you just posted makes a lot more sense to me - maybe it's because everything is less.. ovalish.
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Volfram

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Re: Rage does not cover this feeling.
« Reply #17 on: March 29, 2009, 08:43:19 pm »

I must admit, it's a bit jarring to go from flashy Mayday graphics to standard ASCII.  That said, the Mayday graphics are too busy for me to ever get anything constructive done with 'em.  I prefer a squared-off ASCII, as close to 8x8 as I can get.(Though I'm now spoiled with the diagonal walls :D)
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ShadeJS

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Re: Rage does not cover this feeling.
« Reply #18 on: March 29, 2009, 08:47:26 pm »

That's why you always leave access to your plumbing unless it's on a constructed floor, and why you should always in-line a shutoff lever. This becomes particularly true after you breach a pond or underground river... Towercaps are the vengeance demons of Armok-- All you got is a bloody tree :)
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soup_alex

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Re: Rage does not cover this feeling.
« Reply #19 on: March 29, 2009, 09:17:12 pm »

Those Mayday grass tiles remind me a lot of an old DOS game called FELIX (apparently a Repton clone). Anyone ever play that (or Repton, even)?
Personally, I prefer Dystopian Rhetoric's 16*16 set. I might play with the vanilla tiles, but have carp memory for the colour-coding.

Blowing on the cartridge might solve your problem.
I laugh'd.

Really, though: I can just about make out what the tiles in the Mayday graphics represent, but I'm no closer to understand what you're trying to do there, Skel. Looks like you're using a waterwheel to power a pump to push water into a tank, back into the river/brook that's powering the waterwheel?
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sonerohi

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Re: Rage does not cover this feeling.
« Reply #20 on: March 29, 2009, 09:38:08 pm »

Hey, speaking of tilesets... Whats that one by Savick that only changes the walls? It's default ASCII except that the walls can go diagonally.
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InsanityPrelude

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Re: Rage does not cover this feeling.
« Reply #21 on: March 29, 2009, 09:57:35 pm »

Meh, Mayday. The Guybrush tileset (+ Dystopian Rhetoric creature graphics) I use is superior.

I don't really care if other people like tilesets or not, though.


Back on topic: Damn stinking elves.
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Awayfarer

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Re: Rage does not cover this feeling.
« Reply #22 on: March 29, 2009, 10:03:21 pm »

To further derail this: I prefer the ascii.

To un-derail this: In my last fort, when tower caps started growing in my drainage system I just filled every space with fortifications. Took a damn long time, since it was a 1-tile wide route (could only build 1 fortification at a time) but solved the problem.
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--There: Indicates location or state of being.
"The ale barrel is over there. There is a dwarf in it."
--Their: Indicates possession.
"Their beer has a dwarf in it. It must taste terrible.
--They're: A contraction of the words "they are".
"They're going to pull the dwarf out of the barrel."

Erlend

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Re: Rage does not cover this feeling.
« Reply #23 on: March 29, 2009, 11:33:38 pm »

lol i've never seen a topic go soo off topic before
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Jim Groovester

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Re: Rage does not cover this feeling.
« Reply #24 on: March 29, 2009, 11:47:45 pm »

Rage does not describe the feeling of deconstructing the axle, deconstructing the wall, and cutting down the tree, and then reconstructing the wall and axle? That sounds more like a minor "Ugh," moment.

Also, I'm so used to the ASCII I could never go to a tileset. It wasn't that difficult getting into it in the first place. Nethack is several times more indecipherable than Dwarf Fortress. At least Toady's choice of representing items has its own logic.

Look at this: Π. It's a capital pi, but you can sort of see that it might represent a shelf or something like that. And then this: σ. A lower case sigma, and you can sorta see that it looks like an anvil. And then this: δ. A lower case delta, and it sorta looks like something on a string. So Toady didn't just throw whatever symbols around any which way he pleased, he actually thought about the best way to represent things using the limited character set that he had.

As for the tilesets, the way I see them is someone just put some sprites in a blender and then poured them all over the screen. It reduces the amount of information I can get from the screen when something is represented with a tiny sprite rather than a character. Also, I don't like seeing rough floor tiles on a dwarf's profile, for example.
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Chromie

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Re: Rage does not cover this feeling.
« Reply #25 on: March 30, 2009, 02:24:37 am »

on topic: Damn trees! Leave an access door next time.

off topic:

I'm tired of all the tileset/no tileset/which tileset complaining. It'll be a matter of taste anyway, it boils down to "I'm used to these symbols not those symbols" or "I think these symbols represent their items better than those symbols".

To me, a square tileset is a must, because I like radial symmetry. But I don't see much difference between tilesets beyond that. I think the color scheme has a much bigger impact on how the game looks, especially on how hectic or ordered a screenful of data looks -- imagine a bright yellow/red sand desert.
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Nilik

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Re: Rage does not cover this feeling.
« Reply #26 on: March 30, 2009, 03:43:40 am »

Pfft, you're all noobs, my fort looks like THIS:


Code: [Select]
1010011110101010001101010100111101010100011010101001111010101000110101010011110101010001101011
10001101010100111101010100011010101001111010100011010101001111010101000110101010011110101000110100
10001101010100111101010100011010101001111010100011010101001111010101000110101010011110101000110101
10100111101010100011010101001111010101010011110101010001101010100111101010101001111010101000110101
01001111010110100111101010100011010101001111010100100111101010100011010101001111010100100111101010

But of course REAL men play DF with a tape array and a magnet.

On topic though... I can see how you might get used to the ASCII, but i've never been able to understand how anyone could prefer it. I like being able to tell my dwarves apart just by look. I know which one's the baron, I know which one's the mayor. I know those two are miners, I know that's one of my two woodworkers e.t.c. It also makes the game a hell of a lot easier to learn when you can intuit what something is because it looks like what its supposed to be.

And yes, you get wierd things like a piece of ore representing a gear, but you get that in the ASCII too! There are only so many characters after all.
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Hagadorn

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Re: Rage does not cover this feeling.
« Reply #27 on: March 30, 2009, 06:03:15 am »

Off topic though...


Fixed.


Ya know, I have YET to have a problem with towercaps...  I think the embark finder things lies to me about shit like cave rivers and pools...

But i have had a tree kill both my miners before. I missed it with my woodcutter (or it grew) and they were digging a lake with the ramp method. They dug away and bam... tree caused cave in, woe is me, 2 dead miners, rage, abandon, start again in a an area with zombie whale, giggle.
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You see, booze is a parasite. It lives off dwarves and compels them to dig into the ground so as to create massive defences to protect it's self. It really shouldn't be called dwarf fortress, Booze fortress would make much more sense.

Pilsu

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Re: Rage does not cover this feeling.
« Reply #28 on: March 30, 2009, 06:10:58 am »

Man, Mayday's set just keeps getting worse over time
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Jurph

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Re: Rage does not cover this feeling.
« Reply #29 on: March 30, 2009, 07:02:43 am »

This thread is about trees growing to spite us, and that is all the topic shall be about.

Damn elves are likely behind this.

It's definitely the elves.  Now you've got a prisoner that you can interrogate!

1. Take the tree prisoner. (Stupid tree - he fell right into your elaborate trap)
2. Ask the tree for his name.
3. If he won't talk, try axing him again.
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