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Author Topic: New Graphics set in the making (halted)  (Read 77183 times)

The Doctor

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Re: New Graphics set in the making
« Reply #180 on: May 06, 2009, 07:11:12 pm »

 Da
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Mike Mayday

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Re: New Graphics set in the making
« Reply #181 on: May 06, 2009, 07:14:21 pm »

Beefmo, I love you so goddamn much. Excellent tiles. Purely excellent.

I'll whip up a PNG supporting package tomorrow so that you don't have to waste time on answering questions and devote 100% of your time to making beautiful delicious sprites ^_^
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<3

Beefmo

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Re: New Graphics set in the making
« Reply #182 on: May 06, 2009, 07:20:20 pm »

WHEEE! Ok, I`ll redo my zombies tonight then so they`re ready for tomorrow :P
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Raz

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Re: New Graphics set in the making
« Reply #183 on: May 06, 2009, 08:00:05 pm »

Uh, to be honest, they already look damn excellent to me.
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"I can't wait to procrastinate!"

Beefmo

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Re: New Graphics set in the making
« Reply #184 on: May 06, 2009, 08:10:29 pm »

But... I lost my 100% sheet somewhere along the line of uploading the 200% zoom version onto the forums before i got a chance to add it to the dorfs sprite sheet ><

IM SPECIAL!.......

(Edit)

Modified zombies in the main dorfs sheet now! (wasn`t to bad having to redo them><)
« Last Edit: May 06, 2009, 08:50:07 pm by Beefmo »
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Bloogonis

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Re: New Graphics set in the making
« Reply #185 on: May 06, 2009, 09:28:48 pm »

aww but those are the fuggly ones (That being relative on a scale of amazing to OMGMYBRAINSPLODE)
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Beefmo

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Re: New Graphics set in the making
« Reply #186 on: May 06, 2009, 10:27:32 pm »

Not a fan of the new zombies? O_O
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Bloogonis

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Re: New Graphics set in the making
« Reply #187 on: May 06, 2009, 11:14:44 pm »

when I posted it had been the half skull variety.

Baw! just got a tantrum spiral by punching the magma pipe and instantly having 2 magmamen and an imp bust into the center of my fort, save scumming a season back to recover. Goblin master theifs showed up shadows,
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Beefmo

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Re: New Graphics set in the making
« Reply #188 on: May 07, 2009, 12:49:29 am »

They're just that sneaky O_O







... but I'll look into it :P
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madrain

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Re: New Graphics set in the making
« Reply #189 on: May 07, 2009, 01:55:21 am »

I am jealous of your skills.  Make a craftsdwarf yet?  I didn't notice.

Can't wait to see more!  I hit my bookmark with anticipation every day.  :)
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PMantix

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Re: New Graphics set in the making
« Reply #190 on: May 07, 2009, 06:01:55 am »

Make a craftsdwarf yet?  I didn't notice.

The craftsdwarves are the 12th row down on the dwarf pic on the main page. (or the third 'dwarf block' down, if that isn't too confusing)
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madrain

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Re: New Graphics set in the making
« Reply #191 on: May 07, 2009, 06:49:09 am »

Make a craftsdwarf yet?  I didn't notice.

The craftsdwarves are the 12th row down on the dwarf pic on the main page. (or the third 'dwarf block' down, if that isn't too confusing)
So the answer is no, since the "craftsman" spot is blank?
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Beefmo

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Re: New Graphics set in the making
« Reply #192 on: May 07, 2009, 07:04:57 am »

Wewps! Could have sworn I put him in.... must have lost him somewhere in adding the zombies ><... so he's back in!

My folders are a mess atm... so I might take some time today to clean everything up and then try to bam out some humans!
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Sepis

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Re: New Graphics set in the making
« Reply #193 on: May 07, 2009, 10:45:56 am »

Beefmo, I love you so goddamn much. Excellent tiles. Purely excellent.

I'll whip up a PNG supporting package tomorrow so that you don't have to waste time on answering questions and devote 100% of your time to making beautiful delicious sprites ^_^

The performance boost from 40d11 alone makes it worth updating the package to the experimental build; I've yet to encounter any -severe- errors.  The only thing I'm not sure about is whatever the cat bug is.  I haven't encountered it, but there seem to be threads about it everywhere.

E: As for DoctorZ, if you copied over the raw/graphics/ stuff from mayday, overwrote the sprite sheets, and edited the graphics_mayday.txt to include the changes Beefmo has in the first post, everything -should- be ok.

Oh, and to Mike: I can probably find it, but I think I want to use the economic stones mod you package in.  What text file should I copy over into my 40d11 folder to get that up and running?
« Last Edit: May 07, 2009, 10:56:15 am by Sepis »
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Footkerchief

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Re: New Graphics set in the making
« Reply #194 on: May 07, 2009, 11:05:14 am »

The performance boost from 40d11 alone makes it worth updating the package to the experimental build; I've yet to encounter any -severe- errors.  The only thing I'm not sure about is whatever the cat bug is.  I haven't encountered it, but there seem to be threads about it everywhere.

The cat bug was introduced by vanilla 40d.  40d11 has either left it alone or fixed it, but certainly not caused it.
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