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Author Topic: Stonesense - Old Official thread - Now locked  (Read 1731953 times)

Noble Digger

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Re: Stonesense - The isometric visualizer, official thread
« Reply #735 on: November 11, 2009, 08:05:19 pm »

Here are some Kobold concepts from Genso Suikoden series.

http://img4.imageshack.us/img4/9957/kobawls.png

Dog-like kobolds very similar to Ragnarok's.
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2. To find fault or criticize for petty reasons; cavil.

Deon

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Re: Stonesense - The isometric visualizer, official thread
« Reply #736 on: November 11, 2009, 08:06:22 pm »

And just if someone wants to stay close to canon:

Kobold Quest (a game by Toady) kobolds:



This is a DF tileset I've made based on that picture:
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Bilge

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Re: Stonesense - The isometric visualizer, official thread
« Reply #737 on: November 11, 2009, 08:06:44 pm »

This is godlike. This should really be implemented into the game's graphics core. The only problem with an isometric view is that some features become obscured and so a rotation feature is needed.
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jonask84

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Re: Stonesense - The isometric visualizer, official thread
« Reply #738 on: November 11, 2009, 08:34:52 pm »

and so a rotation feature is needed.
;) Guess what I've been doing the last 5 hours..
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Gothvan

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Re: Stonesense - The isometric visualizer, official thread
« Reply #739 on: November 11, 2009, 08:35:06 pm »

Wow this really look awesome but I have a big problem, please help me


Everything seems to work but is there a real time feature, for now the only thing i can do is it R to reload the screen ?
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JanusTwoface

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Re: Stonesense - The isometric visualizer, official thread
« Reply #740 on: November 11, 2009, 08:37:49 pm »

Everything seems to work but is there a real time feature, for now the only thing i can do is it R to reload the screen ?
Read the readme... Use + and - on the keypad to set the refresh rate.  (I asked the same thing).

On that note:
Jonask84, can you think of any better way to tell people this?  Perhaps a small note on the screen or a help button in the program?  Because a lot of people seem to either not read readme files or skip over parts that say 'debugging' (myself included in this case).
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Gothvan

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Re: Stonesense - The isometric visualizer, official thread
« Reply #741 on: November 11, 2009, 08:39:59 pm »

lol in fact i read it but not gave the full attention to debug since the author wrote: (prolly not useful for you guys)


I dont understand why the "main feature" (well for me the real time feature is the main one) would be prolly not useful for us :P
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tehmarken

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Re: Stonesense - The isometric visualizer, official thread
« Reply #742 on: November 11, 2009, 08:41:36 pm »

Ok guys, here's my take on the kobold. Didn't have time to clean it up, but here it is next to a dwarf for scale:



Personally, I think it's too tall still. I'll have to shorten him a pixel or two. The leg on the left needs work too, it turns outward too much. But, this is just a quick concept to let you guys know the diretion I'm thinking for kobolds.
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CobaltKobold

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Re: Stonesense - The isometric visualizer, official thread
« Reply #743 on: November 11, 2009, 08:54:17 pm »

yeah...take a pixel out of the neck, body, and legs each.

Also remember that kobolds = tunic + loincloth usually.
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jonask84

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Re: Stonesense - The isometric visualizer, official thread
« Reply #744 on: November 11, 2009, 09:03:39 pm »

I remember going over that part of the Readme and taking out the 'prolly' part, and moving the autoreaload up to normal keys. Somehow I must have screwed up and released the wrong readme... But, yeah, I'll make sure it's fixed for the next release.
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Slogo

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Re: Stonesense - The isometric visualizer, official thread
« Reply #745 on: November 11, 2009, 10:16:20 pm »

Nice start but I think the Kobold looks like he's turned a bit too much to the right. His head is also many orders of magnitude smaller than the dwarves. I know they're supposed to be scrawny and smaller but the characters don't really quite fit together (though each is nice on its own).

Innominate

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Re: Stonesense - The isometric visualizer, official thread
« Reply #746 on: November 11, 2009, 11:29:58 pm »

For the traps, coming from the ground is the only real way to do them at this point, since walls and ceilings are entirely optional in the matter. Finding a way to represent the tile so it looks nice for the player to view while not making them think "Who the hell steps on a giant sawblade?"

For spear traps, perhaps just holes in the ground would be fine. Weapon traps could have longer slices (how the hell do you fit 10 of them in one floor tile - then again, I have 10,000 stones in my mason's source tile) or something. Cage traps I kind of pictured as sunk into the floor, then the creature is dropped and the cage rises. For that matter, how do cage traps fit in a single floor tile with open space below it? Bah, confusing.

And stone-fall traps? Well, considering the "roof-optional" problem, that's going to be an interesting one. Maybe a boulder balanced on a pole? ::)
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Impaler[WrG]

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Re: Stonesense - The isometric visualizer, official thread
« Reply #747 on: November 11, 2009, 11:35:02 pm »

For rock type graphics I'd recommend they be based on the typical depictions of rocks in geology textbooks (yes I've taken some geology) as these are a made to both match the rocks real appearance and be recognizable.  All of these refer to rough stone surfaces, smoothing and constructions are a separate issues.  The following should provide enough variety to do all the layer stones once a colorizing system is in place.

Igneous Extrusive - Fine grained suggest you use a speckled appearance, these will all end up in shades of gray from light colored rhyolite to near black basalt.

Igneous Intrusive - Courser grained like granite but still speckled, just use larger specks.

Glassy - used for obsidian, use light and dark lines like that on a glass block but with some disorder to suggest roughness.

Carbonate - carbonate rocks (flux) are always depicted with parallel horizontal lines and semi randomly spaced vertical lines giving the appearance of a brick wall built of blocks of varying width.

Sand Stone - stippled dots would be good hear but use fewer dots and more background then Igneous Extrusive.

Slate - long thin unbroken parallel lines typically depict slate

Shale - slightly thicker slightly undulating lines that vary in thickness

Foliated - many metamorphic rocks look like this, theirs a strong waviness and thick light/dark bands

Conglomerate - heterogeneous blobs of various sizes with a little background color showing through

Fine grained sediment - used for silt and mud stone these are almost completely flat, just a few speckles and color shades in horizontal bands give them some character.

Crystalline - for rock salt and many of the cluster forming minor minerals, has a crackly appearance from angular crystals.
« Last Edit: November 11, 2009, 11:38:02 pm by Impaler[WrG] »
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Afthartos

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Re: Stonesense - The isometric visualizer, official thread
« Reply #748 on: November 12, 2009, 12:19:33 am »

Fiddled with my dwarf a bit, added a hat and made it more pallete-swap ready for indicating different jobs.





In Soviet Russia, Dwarves don't mine stone. Stone mines Dwarves.

Comrade :P
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tehmarken

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Re: Stonesense - The isometric visualizer, official thread
« Reply #749 on: November 12, 2009, 12:44:19 am »

I get it, the hat is silly ;p It's just the only thing I could come up with that looked good in iso. I want to do a more traditional peasant/middle age cap, but getting the curve right was frustrating me. And having no hat is just boring :D

So, I tweaked the kobold, and think this one is much better looking:



EDIT: here's the blown up version for easy viewing:

« Last Edit: November 12, 2009, 12:46:18 am by tehmarken »
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