Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 114 115 [116] 117 118 ... 329

Author Topic: Ironhand's Graphics Set (on Hiatus)  (Read 1247097 times)

WormSlayer

  • Bay Watcher
    • View Profile
    • WormSlayer.com
Re: Ironhand's Graphics Set (making critters for 0.46)
« Reply #1725 on: July 27, 2010, 08:23:22 pm »

Uh, doesn't mayday have a tile for rough gem thats different from that symbol?

Wasnt sure so I installed it but nope:
Logged

Poot

  • Bay Watcher
  • [PREFSTRING:haunting quacks]
    • View Profile
Re: Ironhand's Graphics Set (making critters for 0.46)
« Reply #1726 on: July 27, 2010, 08:42:56 pm »

Like I said, I refuse to use any other tileset for the time being. I'll be waiting patiently for the update.
Logged

userpay

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (making critters for 0.46)
« Reply #1727 on: July 27, 2010, 09:21:41 pm »

Odd, I distinctly remember rough gem not being that symbol(I always used mayday before starting to use this not to long ago). I wonder if it has something to do with the recent releases.
Logged

ungulateman

  • Bay Watcher
  • [PREFSTRING: haunting moos]
    • View Profile
Re: Ironhand's Graphics Set (making critters for 0.46)
« Reply #1728 on: July 27, 2010, 10:07:45 pm »

That's great news for graphics and tileset makers everywhere.

Also, war gorillas squee.
Logged
That's the great thing about this forum. We can derail any discussion into any other topic.
It's not an embark so much as seven dwarves having a simultaneous strange mood and going off to build an artifact fortress that menaces with spikes of awesome and hanging rings of death.

Thundrim

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (making critters for 0.46)
« Reply #1729 on: July 27, 2010, 11:39:09 pm »

What about just a little broken bone and a splat of blood for "generic remains"?


Aye. That satisfy all primary sensibilities, iconographic demands, and it might even be unique to this set, so the "Dwarven committee of harsh and cruel qualification investigations" grabs a drink and run off to another poor victim out there, probably one of those Cheese Engravers. Huzzah!

---
Logged

Rebirthocool

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (making critters for 0.46)
« Reply #1730 on: July 27, 2010, 11:50:20 pm »

i love these new baby elephants
Logged

Cheddarius

  • Bay Watcher
  • Hrm.
    • View Profile
Re: Ironhand's Graphics Set (making critters for 0.46)
« Reply #1731 on: July 28, 2010, 01:32:33 am »

What about just a little broken bone and a splat of blood for "generic remains"?
Ah, that's a lot better! It looks quite good now.
Logged

Bloogonis

  • Bay Watcher
  • Steamyworks
    • View Profile
Re: Ironhand's Graphics Set (making critters for 0.46)
« Reply #1732 on: July 28, 2010, 02:30:45 am »

My only gripe about it is that most things represented by it have no bones in them, remains generaly boneless, chinks no bones, shell well not an internal bone, teeth and fingers arn't femurs... I dont know what would remedy this the best, ive been imagining something that looks like a tumor, something fleshy that would best fit the tile.


tossed this together, not your pallet or skill but I think it looks kind of like a ball of mangled flesh
with crappy spatter

without


meh it sucks, but maybe it gives you ideas
Logged

oolon1

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (making critters for 0.46)
« Reply #1733 on: July 28, 2010, 02:36:10 am »

Like I said, I refuse to use any other tileset for the time being. I'll be waiting patiently for the update.

There's no need to wait for Ironhand 0.46 to play 0.31.12, if that's what you're referring to.  You can apply the Ironhand 0.45 "upgrade pack" to the 0.31.12 folder and it works as intended.  http://dffd.wimbli.com/file.php?id=2617 
Logged

Thundrim

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (making critters for 0.46)
« Reply #1734 on: July 28, 2010, 03:15:29 am »

My only gripe about it is that most things represented by it have no bones in them, remains generaly boneless, chinks no bones, shell well not an internal bone, teeth and fingers arn't femurs... I dont know what would remedy this the best, ive been imagining something that looks like a tumor, something fleshy that would best fit the tile.


tossed this together, not your pallet or skill but I think it looks kind of like a ball of mangled flesh
with crappy spatter

without


meh it sucks, but maybe it gives you ideas

The problem is that you won't have any idea what you're looking at operating under this resolution, when attempting to show more organic or finer pieces of refuse in various stages of solidness. Thus realism isn't always possible. The representation on the screen will have to create a general idea of the nature of this tile.

The need for heavy abstraction is paramount. Thus you would need defined contours in conjunction with familiar shapes. The trick is to find suitable objects of this nature, or at the very least put them in a pattern that create familiarity somehow. 

---   
Logged

Baughn

  • Noble Phantasm
  • The Haruhiist
  • Hiss
    • View Profile
Re: Ironhand's Graphics Set (making critters for 0.46)
« Reply #1735 on: July 28, 2010, 06:59:28 am »

Thought I'd chime in, since people were getting a little overexcited over on IRC -

I'm only separating text from tiles. Which is to say that, yes, X is still ambiguous.

But hey, at least Lord Xarfereous's name no longer clashes!
Logged
C++ makes baby Cthulhu weep. Why settle for the lesser horror?

Ironhand

  • Bay Watcher
  • the llama is laughing
    • View Profile
Re: Ironhand's Graphics Set (making critters for 0.46)
« Reply #1736 on: July 28, 2010, 07:12:10 am »

Alright, well, we still appreciate it!

Anyway, here's another little something I threw together for 0.46:



Dead dwarves look dead now. Closed eyes, pool of blood.
Logged

Ironhand

  • Bay Watcher
  • the llama is laughing
    • View Profile
Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
« Reply #1737 on: July 28, 2010, 08:16:32 am »

Ironhand 0.46 is here.

Merged with DF 0.31.12!


Partial transparency for rough stone walls, which
- increases visibility of walls in comparison to floors
- allows me a vastly improved multitude of colors to play with, and
- makes designated wall tiles distinguishable from floors and walls.


New tiles!

Kilns/furnaces
Ore (yeah)
Webs
Tables
Sacks
Splints
Vials
...

oh, also:

WAR ELEPHANTS.

And war gorillas.
Both with armor.


Woop~



Enjoy it!
Logged

Ironhand

  • Bay Watcher
  • the llama is laughing
    • View Profile
Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
« Reply #1738 on: July 28, 2010, 08:26:49 am »

The other thing I did with the complete package is I hid all the extra files like the shaders and libraries and stuff.
It will still work just like it's supposed to, but you won't see any extra stuff in the folder. Just data, raws, and the exe.

I think it looks slick.
Logged

Thundrim

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (0.46: come get your war elephants!)
« Reply #1739 on: July 28, 2010, 09:01:07 am »

Yarr, release!!! Thanks you two!!!

*Runs off with his Elephant*

---
Logged
Pages: 1 ... 114 115 [116] 117 118 ... 329