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Author Topic: Ironhand's Graphics Set (on Hiatus)  (Read 1233257 times)

Sensei

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Re: Ironhand's Graphics Set
« Reply #150 on: April 20, 2010, 07:33:10 pm »

There are only a handful of actual minerals in the game that should have any colour other than grey.
I respectfully disagree. I'd rather have easy-to-identify minerals than realistic ones. Particularly, I'd like valuable ores - copper, iron, gold - to have very distinctive colors.
Personally, i can't wait until we can assign them graphics tiles...
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SiN.Daeus

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Re: Ironhand's Graphics Set
« Reply #151 on: April 21, 2010, 01:52:21 am »

This is an incredible tileset!

I think, for the drunk you should add beer stains onto his shirt. Also, maybe the wrestler be standing in a 'power pose' and have his arms out, ready to fight. Also, the mace for the macedwarf is kinda hard to see. And the Elite Sworddorf should have his sword up cause it makes him more distinguishable.
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Arucard

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Re: Ironhand's Graphics Set
« Reply #152 on: April 21, 2010, 06:44:00 am »

Yeah, I can't wait for this thing to be done, it seems to be the first completely new graphic set for a while. Everything looks really great and unique, I hope you are able to do the other civs eventually too. ;D
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hermano

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Re: Ironhand's Graphics Set
« Reply #153 on: April 21, 2010, 09:03:03 am »

I love the clear and simplistic look of your dwarfs. It's very dwarfenly. I'll be watching your progress (and hope that you get around to work on a 16x16 version when you are done with this :) ).
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Harmonica

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Re: Ironhand's Graphics Set
« Reply #154 on: April 22, 2010, 05:21:12 am »

There are only a handful of actual minerals in the game that should have any colour other than grey.
I respectfully disagree. I'd rather have easy-to-identify minerals than realistic ones. Particularly, I'd like valuable ores - copper, iron, gold - to have very distinctive colors.

Well, what I meant was, there are only a few that take colour in real life. So yes you can have gold be gold and iron be brown and so on, but there's not much point in having every stone multi-coloured since they're all relatively useless. Bauxite for example is bright red, when it's grey in real life and looks much better in game as a dull stone tile. There are lots that should be plain white, like chalk, and don't lose anything for being so.

In my tileset, I use the icons to separate the special ones (gold, copper, etc) from the useless stones. Gold and copper look different in the walls and when dug out, for example.
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Cheddarius

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Re: Ironhand's Graphics Set
« Reply #155 on: April 22, 2010, 09:05:51 am »

Yeah, that's true. A lot of people, especially, dislike the brightest useless stones, like microcline. So those should be toned down a bit.
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Ironhand

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Re: Ironhand's Graphics Set
« Reply #156 on: April 22, 2010, 01:01:17 pm »

Yeah, I kinda go back and forth on that issue. On one hand, it's kinda cool to
use a gritty, soberly colored stone set. Easier on the eyes and kinda immersive.
It also helps deal with the issue of sharp tile edges because they're all so similar.

Although, I also kinda like making colorful fortresses, with patterns and brightly
colored rooms for nobles or dining halls. But I guess you can use metal for that...

Right now I'm thinking I want more of a walls-look-like-walls kind of thing,
where the differences between different types of natural stone are very subtle,
because I feel like that will allow people to differentiate without destroying the
lovely symmetry of their fortresses. I'm totally open to suggestions, though.

Gosh, this week is rough! Still no new art. I've barely had time to breathe.
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Harmonica

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Re: Ironhand's Graphics Set
« Reply #157 on: April 23, 2010, 09:17:43 pm »

There are some sets which have too many different similar tiles for rock types, and they are pretty hard to look at for long periods because everything bleeds into each other. Although realistically the rocks have different formations, when you put those tiles all together it's all a bit nuts.

Having certain types use strata like formations, and others use solid colour or simple hashing is quite nice. Also gold using lumpy rocks, and copper using nuggets, and so on.

Remember you can change the tiles for when they are dug out of the wall to something different (I have pretty much all stone as just a pile of rubble, with useful stuff individual looking).
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Ironhand

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Re: Ironhand's Graphics Set
« Reply #158 on: April 24, 2010, 10:49:33 am »

Wait, you can change the tiles used for mined stone?
I thought it was always just boulders for rocks and *s for ore...
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Harmonica

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Re: Ironhand's Graphics Set
« Reply #159 on: April 24, 2010, 11:59:45 am »

In the raws, [TILE:x] is the unmined tile, [ITEM_SYMBOL:x] is the tile used when it's mined out.
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Ironhand

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Re: Ironhand's Graphics Set
« Reply #160 on: April 24, 2010, 12:02:36 pm »

Awesome saucepan. I will mess around with that.
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jarganaut

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Re: Ironhand's Graphics Set
« Reply #161 on: April 24, 2010, 12:52:25 pm »

I really like your dwarves so far, cant wait to see the finished product.
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Ironhand

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Re: Ironhand's Graphics Set
« Reply #162 on: April 25, 2010, 08:43:42 am »

Quote from: The Development Logs
...the SDL/OpenGL/40d# merge is underway...

Yay.
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Sensei

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Re: Ironhand's Graphics Set
« Reply #163 on: April 25, 2010, 11:55:13 am »

oh god that is scary.
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Cheddarius

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Re: Ironhand's Graphics Set
« Reply #164 on: April 25, 2010, 12:51:20 pm »

what
i don't even
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