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Author Topic: DWARFLETTER CLASSIC: ver 2.0  (Read 23947 times)

LordZorintrhox

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Re: DWARFLETTER GOTHIC Tileset: ver 0.2.2 beta
« Reply #45 on: August 17, 2009, 01:31:00 pm »

Yeah, sorry guys.  It's going back to school time, I'm a little short on dev time.  That and I am still mucking around with wall designs that aren't exactly what has been done before but have good functionality.  At the moment I'm leaning towards something kinda like Mayday's, but the shading in the middle is different (bumped up, not down).  I may go more Fedor's route with this.  The 'O' will also get an update as soon as I finish with the new wall designs.

Oh, by the way: through some silliness on my part, the sapling tile that the trees use isn't at the default code point (230-something), it is instead up with the trees.  So the symbol shown in the help for saplings is not the correct tile.  That tile is for grassy bushes (Longland grass, for example).  Saplings look like little sprigs with two or three leaves, and I know I've mentioned it, but Tower Cap saplings are little mounds popping up out of the ground.  Such things are to be repaired for the help's sake.

Some changes to the plant tiles have also been done, so some are more multipurpose now.  Vines, for instance, have a new grayscale vine tile with a silhouette that adds a pumpkin-esque gourd to the vine if the background color isn't black.  Expect that to pop up more in your farms.  Also, the aforementioned sapling tile has a silhouette that adds larger leaves.  Valley herb and some other plants will receive this modified sapling tile.

Flows (tilde and double tilde) have also been altered to look better, more distinct, and tile properly.  They also have random cyan stripes overlain on them.  This means that:

    *Magma has a more bubbly appearance than water.  This is because cyan x red ~ black, so there are more little islands of red rather than ripples.
    *Anything brown using the flow tiles (farms, furrowed loam, etc.) has tufts of green in it.  So harvested farm tiles look like...well, furrowed, weedy soil.  Which is appropriate.
    *Some sand colors look a little strange (black particularly), but it isn't took bad.
    *Any flow tiles than are green, blue, or cyan look totally normal, and the white rapid tiles in a river look mistier.

Since I added the gravel tile at code point 243, I haven't really changed many minerals, soils, etc. to have it.  A few ores, but it needs better representation.  Also, I've been fiddling with some mineral colors, and for clarity I have changed Cassiterite to purple instead of red.  This is because hematite is now red, thus there won't be confusion, and because Cassiterite is really a darker maroon than it is bright red.  This was extended into the metal raws, so tin itself has a background color of purple to better distinguish it from the other silvery metals (tin, unfortunately, doesn't have much of a common oxide; the closest is in fact Casiterite, but that doesn't form in the atmosphere; a necessary sacrifice).

The ore tile is changed to a more traditional "lump," which though indistinct itself is distinct from the other items.  Blocks now really look like blocks, and some more fiddling will get them to passable canopies.  I am having a terrible time with logs for some reason.

Much work went into a new cage tile as I realized the one I had didn't go well with wooden cages (just little rhombi instead of things with bars).  The new one looks like a cage no matter the material, though some metals look more like a box.  It still has the aspect of a chemical caution sign for things on fire.

The meal tile has been changed to a plate thing, and the way Fedor changed the barrel tile has been added (I had forgotten about metal barrels).  Screw pumps don't look quite as nice as before, but still passable.

I can't decide on whether or not to do something about the male and female symbols.  On the one hand, proper bags would look nice, on the other proper symbols look better in creature descriptions.  I suppose I'll have to bite the bullet and go with item tiles.

Sorry Fedor, the dwarf tiles will remain as they are...for now.  My previous work (on a different computer) has slightly larger and more distinct dwarf tiles which I shall pilfer soon.  The armor stands are better on that set too.  That also includes a matching dwarf graphics set.
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...but their muscles would also end up looking like someone wrapped pink steel bridge-cables around a fire hydrant and then shrink-wrapped it in a bearskin.

HEY, you should try my Dwarfletter tileset...it's pretty.
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CobaltKobold

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Re: DWARFLETTER GOTHIC Tileset: ver 0.2.2 beta
« Reply #46 on: September 09, 2009, 03:42:38 pm »

So the screenshots are of the Gothic variant? It isn't indicated.

I also disagree with changing rock colors- they're colored by default more or less how they actually are.
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Narmy

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Re: DWARFLETTER GOTHIC Tileset: ver 0.2.2 beta
« Reply #47 on: October 25, 2009, 12:24:19 am »

Just wanted to say I love this tileset. I use it along with Mayday's sprites and it really brings the game to life. :D

One problem that I thought I would bring to your attention:

Ever since installing the mod, I could not make coke from bituminous coal, and trying to make it from the manager told me I lacked enough "tetrahedrite". Well I figured it was a problem with the raw files, so I changed the order of the text in "matgloss_stone_mineral.txt" to exactly match the order of the text in the original raw file, and it worked! I have absolutely no experience with Dwarf Fortress raw files, so I don't know what cleaning it up could have done, but you may want to take a look and see if you can't smelt coal either; may be a bug.

Cheers. ;)
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guale

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Re: DWARFLETTER GOTHIC Tileset: ver 0.2.2 beta
« Reply #48 on: October 25, 2009, 03:36:29 pm »

I had that same problem, a clean install of the newest development version fixed it for me. Just make sure you don't overwrite the init with the one in the tileset because the new version have a different format.
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LordZorintrhox

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Re: DWARFLETTER GOTHIC Tileset: ver 0.2.2 beta
« Reply #49 on: November 08, 2009, 01:49:45 pm »

I'm BAAAAAACK!

Wow, been far too long.  Heavy school/personal stuff happened, and the anticipation of the next DF release was getting to me.  Dwarfletter still needs some work, especially in the minerals department.

But I had been working on the proper matching graphics set for the Dwarves, and this is what it looks like right now:

the flickr page

Tasty, or no?
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...but their muscles would also end up looking like someone wrapped pink steel bridge-cables around a fire hydrant and then shrink-wrapped it in a bearskin.

HEY, you should try my Dwarfletter tileset...it's pretty.
I make games, too

Fedor

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Re: DWARFLETTER GOTHIC Tileset: ver 0.2.2 beta
« Reply #50 on: November 09, 2009, 05:08:26 pm »

YEEEHAW!   The artistissimo returns!

Love the dwarf pictures!
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LordZorintrhox

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Re: DWARFLETTER GOTHIC Tileset: ver 0.2.2 beta
« Reply #51 on: December 08, 2009, 05:56:19 pm »

HAHA, back again!!!

Okay, school hit hard again, so I didn't keep up with the new release.  However, winter break approaches (a week and a bit), and that means I can put this silliness up on the list again and finish Dwarfletter up...or at least clean it up.  I've got somethings stewing on this old hard drive.  Brought this back for, I don't know, hype?

Anyway, what with the new version of Dwarf fortress coming, I figure I'll have plenty to fix to get Dwarfletter working again and take advantage of anything new we can do.  Plus, there is Arcanagram to consider.

I might also delve into some lite workshop mods; who knows?
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...but their muscles would also end up looking like someone wrapped pink steel bridge-cables around a fire hydrant and then shrink-wrapped it in a bearskin.

HEY, you should try my Dwarfletter tileset...it's pretty.
I make games, too

LordZorintrhox

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Re: DWARFLETTER GOTHIC Tileset: ver 0.2.2 beta
« Reply #52 on: December 31, 2009, 01:08:23 pm »

Okay, here's the update thus far:

-Sand tiles are fixed so that sand walls look like sand walls and hilly regions on the map look like hills (I use the same tile for both).
-I finally have a blocks tile that satisfies my design specs.
-Tweak to dark gray color in the color scheme because it wasn't dark enough
-Toned down the cyan x red tweak I added to flows so magma would look different; it is enough to change the texture of the magma but not enough to be as jarring as it was.  The sand tile will likely get a little of the same treatment sot that sand is more uniform; this should not have a negative impact on the map
-I still need to review the plants and sync things up again with the latest tiles; this includes the new sapling tile which can also be used for leafy plants and the new vines tile which has a silhouette for a gourd.  The sapling tile I have realized was moved because the tau tile is used in the maps; replacing it with the grass shrub tile makes plains like like plains on the map, so everything is good.  Leafy bush tile tile needs a repaint, as does the grass bush tile which is indistinct.
-I'm taking the bullet and making the bags tile and amulet tile proper sprites instead of the male/female sign.  I never really use that in-game anyway, so it is more important to make things look right at this point.
-Completely re-painted the tiles used for rivers on the map.  The messy borders ended up being a style I can't stand, so I pulled some nifty hijinks pixel-wise and I don't think rivers have ever looked so nice:
Spoiler (click to show/hide)
Because of this arrows/bolts should look better.  Also, that seam issue will be taken care come release time; it is an artifact of the way the tiles are laid out in the image and the emboss filter I use.

You will notice in the Local map the hill/sand tile on the majority of the map.  It still needs work so that is looks like the archetypal "hills" map symbol.  Also, on the Region map the plains symbol is used in the lower right.  Works okay here, still needs a tweak.
-Changed the letter 'Q' to match the typeface's style rather then the letter 'O'.  Much better now.
-I painted a Micro version of DwarfletterClassic for 8x12 tiles.  It retains the look of the 16x16 but is much smaller and really gives a retro feel.  You can also still read it.
-I have to review all the minerals/stones/soils again and make use of things better now that I have played around some more.  I think I might have neglected to include a dark-green intrusive mineral, since Olivine is light green now...some changes might be necessary.  Also, the layers tile is pissing me off, I need to re-paint it.  A few soil are also miss-aligned and are using the completely wrong tile.
-Arcanagram is sitting on my computer at school, but it has a sprite for every possible dwarf so far.

Now, about rolling this thing out...I'm going to wait for the next release of DF so I can update all of this and resolve any issues that might exist with the new objects added to the game.  Luckily, there are still like four non-essential sprites that at the moment are being used for HFS coolness; they are merely nice-to-have.  Also, Arcanagram will have to wait too so I can add sprites for the medical personnel.  However, I will put DwarfletterMicro up by itself since I know there are some people who wanted it.
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...but their muscles would also end up looking like someone wrapped pink steel bridge-cables around a fire hydrant and then shrink-wrapped it in a bearskin.

HEY, you should try my Dwarfletter tileset...it's pretty.
I make games, too

Dohon

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Re: DWARFLETTER GOTHIC Tileset: ver 0.2.2 beta
« Reply #53 on: January 02, 2010, 11:41:18 am »

I can only utter one word:

Sweet.
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LordZorintrhox

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Re: DWARFLETTER GOTHIC Tileset: ver 0.2.2 beta
« Reply #54 on: January 02, 2010, 01:40:00 pm »

Dwarfletter Micro 8x12 is now up here:

DFFD Listing

Cool, I got a "sweet."  Thanks.
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...but their muscles would also end up looking like someone wrapped pink steel bridge-cables around a fire hydrant and then shrink-wrapped it in a bearskin.

HEY, you should try my Dwarfletter tileset...it's pretty.
I make games, too

elthar

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Re: DWARFLETTER GOTHIC: ver 0.2.2 beta and DwarfletterMicro 1.0
« Reply #55 on: March 02, 2010, 10:22:57 am »

i haven't used anything but vanilla DF lettering, but the look of this made me want to try it. looks great! i love the look of soil, rocks and smooth walls and the small details i've put in everything! it's a great work indeed!

the only big problem i see with gothic lettering, is the images of the dwarves themselves.
on the first look i mixed dwarves with stones lol - i guess, just need to get used to them, but it's hard to make them out on any small screens (notebook, netbook) :(

and second problem is that they're drawn like top-down figures facing one direction, but when they are moving, they're moving in different directions, so it looks like they're walking back-first and facing things they're walking away from, or moving side-first.
thay look kinda weird

maybe drawing dwarves as funny faces wasn't that bad idea and you should try it instead of a top-down view?
« Last Edit: March 02, 2010, 10:44:40 am by elthar »
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Rochndil

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Re: DWARFLETTER GOTHIC: ver 0.2.2 beta and DwarfletterMicro 1.0
« Reply #56 on: March 03, 2010, 10:15:13 am »

Good morning!

I still LOVE the DLG font you created, and I would like to include it in my MMO mod. I know that most folks are probably cool with their work being re-used (with appropriate credit, of course!), but since you are around now and then I thought it best to ask first. Manners are, after all, the cornerstone of a civilized society. That, and lots of booze, and a good steel-making process. :)

Rochndil, with MMO finally in Beta!
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Bakawolf

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Re: DWARFLETTER GOTHIC: ver 0.2.2 beta and DwarfletterMicro 1.0
« Reply #57 on: March 27, 2010, 08:04:32 pm »

Not sure if this is the right place, but I've installed dwarfletter gothic, and now am unable to smelt lignite.
I loaded up the save on the version I backed up before installing, and it works just fine. Is there an easy fix for this?
other than that, love this!
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Harmonica

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Re: DWARFLETTER GOTHIC: ver 0.2.2 beta and DwarfletterMicro 1.0
« Reply #58 on: April 08, 2010, 08:18:05 pm »

I would be very interested in you updating this for the new version, whenever that might be. Some of your tiles are quite unique.

I'm also impressed with the effects you added to some of the stone and metals - the patina for example on copper is very clever. I was wondering if you could expand on how you modded those type of two-tone colours into the game for the tiles?
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guale

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Re: DWARFLETTER GOTHIC: ver 0.2.2 beta and DwarfletterMicro 1.0
« Reply #59 on: April 08, 2010, 09:39:02 pm »

First of all, I would absolutely love to have this integrated with MMO. This is my favorite tileset by far and  I love the work of MMO but it is just a pain to try to integrate them myself.

Secondly I had the same problem about being unable to smelt lignite and the only solution I could find was to just completely reinstall.
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