Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3]

Author Topic: CobaltKobold's tiles (4x4, 6x6, 8x8, 16x16"Clock Radio", and mockup-aid.)  (Read 22667 times)

G-Flex

  • Bay Watcher
    • View Profile
Re: CobaltKobold's tiles (Now with isometric shenanigans)
« Reply #30 on: November 20, 2009, 02:55:57 pm »

Low-fi colors? We're already playing with just barely 16, and that's if you include white and black.

There's a CGA color scheme up on the wiki, though: http://dwarffortresswiki.net/index.php/Color_schemes
Logged
There are 2 types of people in the world: Those who understand hexadecimal, and those who don't.
Visit the #Bay12Games IRC channel on NewNet
== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

CobaltKobold

  • Bay Watcher
  • ☼HOOD☼ ☼ROBE☼ ☼DAGGER☼ [TAIL]
    • View Profile
Re: CobaltKobold's tiles (Now with isometric shenanigans)
« Reply #31 on: November 20, 2009, 04:06:50 pm »

Oh, and set the threshold for other colors to grab with the color select to 0.

Low-fi colors? We're already playing with just barely 16, and that's if you include white and black.
What exactly are you trying to get at?  ???

though, I do like the old palette. Perhaps I should use that, though if the VGA 80x25 is different...

I can't upgrade DF's colors to more...

Though, I could fix my tilesets to use the varying-level-BG that is now allowed by transparency in the 40d# series, so I needn't flip the colors on all the minerals for that to look right...
Logged
Neither whole, nor broken. Interpreting this post is left as an exercise for the reader.
OCEANCLIFF seeding, high z-var(40d)
Tilesets

CobaltKobold

  • Bay Watcher
  • ☼HOOD☼ ☼ROBE☼ ☼DAGGER☼ [TAIL]
    • View Profile
Re: CobaltKobold's tiles (Now with isometric shenanigans)
« Reply #32 on: December 31, 2009, 05:44:53 pm »

Transparency update to isominerals (use with 40d16 and such only)

It works, but the values aren't what I want them to be.
Logged
Neither whole, nor broken. Interpreting this post is left as an exercise for the reader.
OCEANCLIFF seeding, high z-var(40d)
Tilesets

G-Flex

  • Bay Watcher
    • View Profile
Re: CobaltKobold's tiles (Now with isometric shenanigans)
« Reply #33 on: December 31, 2009, 06:29:27 pm »

Won't an isometric tileset look really strange with a square grid? I mean, a door in a straight horizontal wall will appear diagonal.
Logged
There are 2 types of people in the world: Those who understand hexadecimal, and those who don't.
Visit the #Bay12Games IRC channel on NewNet
== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

Jack_Bread

  • Bay Watcher
  • 100% FRESH ♥HIPPO♥
    • View Profile
Re: CobaltKobold's tiles (Now with isometric shenanigans)
« Reply #34 on: December 31, 2009, 06:30:59 pm »

Screens, please? ;D

CobaltKobold

  • Bay Watcher
  • ☼HOOD☼ ☼ROBE☼ ☼DAGGER☼ [TAIL]
    • View Profile
Re: CobaltKobold's tiles (Now with isometric shenanigans)
« Reply #35 on: December 31, 2009, 06:47:28 pm »

Won't an isometric tileset look really strange with a square grid? I mean, a door in a straight horizontal wall will appear diagonal.
Yes. Read this post and this post. It's not supposed to be all that good for playing DF so much as being useful for making mockups. Problem being that, as you try to increase the realism of a tile to one of its objects even slightly, you're going away from the four-five other things that the tile represents...

Screenshots? very well, though I suppose I should make a variant that doesn't screw up all the rocks laying about so I don't need to (d)(b)(h). This is really just an update for the one in this post so I won't need to go and invert all the stones' colors, so screenshots won't make a huge difference.
Before

After

(Demonstration corridor in Andesite. Some magma and obsidian are off to the right. One block is designated, one is being mined out.)
Logged
Neither whole, nor broken. Interpreting this post is left as an exercise for the reader.
OCEANCLIFF seeding, high z-var(40d)
Tilesets

TerminatorII

  • Bay Watcher
  • [PREFSTRING:Adamantine Skeleton]
    • View Profile
Re: CobaltKobold's tiles (Now with isometric shenanigans)
« Reply #36 on: January 01, 2010, 02:52:50 am »

at one time I had a half done 64x64 tile set... lost that tho.



ohh and a 4x4 8


Code: [Select]
0010
0101
1010
0100

or you could revese it

0100
1010
0101
0010
« Last Edit: January 01, 2010, 02:56:11 am by TerminatorII »
Logged
No, I think the cook would be in charge of sugar-coating the cows.

You are a lifesaver! Round and probably in tropical flavors.

CobaltKobold

  • Bay Watcher
  • ☼HOOD☼ ☼ROBE☼ ☼DAGGER☼ [TAIL]
    • View Profile
Re: CobaltKobold's tiles (Now with isometric shenanigans)
« Reply #37 on: January 02, 2010, 06:09:26 pm »

None of the solutions to 4x4 8 work that well. Anyway, here's one with it:



..oh shazbot, it captured the mouse.
Logged
Neither whole, nor broken. Interpreting this post is left as an exercise for the reader.
OCEANCLIFF seeding, high z-var(40d)
Tilesets

quinnr

  • Bay Watcher
    • View Profile
Re: CobaltKobold's tiles (4x4, 8x8, 16x16"Clock Radio", and mockup-aid.)
« Reply #38 on: January 04, 2010, 03:46:08 pm »

The mouse is for scale.  :o Much more impressive.
Logged
To exist or not exist, that is the query. For whether it is more optimal of the CPU to endure the viruses and spam of outragous fortune, or to something something something.

Nobbins

  • Bay Watcher
  • Dustland
    • View Profile
Re: CobaltKobold's tiles (4x4, 8x8, 16x16"Clock Radio", and mockup-aid.)
« Reply #39 on: January 08, 2010, 11:52:26 am »

You should totally make a 6x6 tileset. It would be awesome.

as for the Isometric, the menu /might/ work with an interface mod. As of now, they overlap each other way to much.
Logged
Nobbins's Tileset Shoppe
It would mean that once a year, all of your female cats suddenly explode if there are any male cats around.

quinnr

  • Bay Watcher
    • View Profile
Re: CobaltKobold's tiles (4x4, 8x8, 16x16"Clock Radio", and mockup-aid.)
« Reply #40 on: January 08, 2010, 03:47:44 pm »

I can read that...I'm gonna use it on my EEEPC, the screen is so small, it could definitely use that.
Logged
To exist or not exist, that is the query. For whether it is more optimal of the CPU to endure the viruses and spam of outragous fortune, or to something something something.

PTTG??

  • Bay Watcher
  • Kringrus! Babak crulurg tingra!
    • View Profile
    • http://www.nowherepublishing.com
Re: CobaltKobold's tiles (4x4, 8x8, 16x16"Clock Radio", and mockup-aid.)
« Reply #41 on: January 08, 2010, 09:52:04 pm »

I'm only going to say this once: Don't use photoshack, use the Dwarf Fortress File Depot.
Logged
A thousand million pool balls made from precious metals, covered in beef stock.

CobaltKobold

  • Bay Watcher
  • ☼HOOD☼ ☼ROBE☼ ☼DAGGER☼ [TAIL]
    • View Profile
Re: CobaltKobold's tiles (4x4, 8x8, 16x16"Clock Radio", and mockup-aid.)
« Reply #42 on: February 11, 2010, 05:21:17 am »

I'm only going to say this once: Don't use photoshack, use the Dwarf Fortress File Depot.
an' why's that?

First post updated.
You should totally make a 6x6 tileset. It would be awesome.
How's that?
Logged
Neither whole, nor broken. Interpreting this post is left as an exercise for the reader.
OCEANCLIFF seeding, high z-var(40d)
Tilesets

quinnr

  • Bay Watcher
    • View Profile
Re: CobaltKobold's tiles (4x4, 6x6, 8x8, 16x16"Clock Radio", and mockup-aid.)
« Reply #43 on: February 21, 2010, 06:50:30 pm »

Photoshack is fine... :-X
Logged
To exist or not exist, that is the query. For whether it is more optimal of the CPU to endure the viruses and spam of outragous fortune, or to something something something.
Pages: 1 2 [3]