Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 87 88 [89] 90 91 ... 329

Author Topic: Ironhand's Graphics Set (on Hiatus)  (Read 1242118 times)

Star Weaver

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (back!)
« Reply #1320 on: July 12, 2010, 01:36:53 pm »

Nice other table and bow; did you just replace the forward slash with the bow though? That tile is used for all weapons, annoyingly. That's also used in various text, and apparently ballistae elements, and the creature swap animation (- \ | / -), so that one's probably going to have to wait for better graphics support for me. :\

Logged

Alcoholic

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (back!)
« Reply #1321 on: July 12, 2010, 01:46:09 pm »

What does the FULL GRAPHIC SUPPORT mean exactly?

Blah dumb me, Figured it out.
« Last Edit: July 12, 2010, 01:47:41 pm by Alcoholic »
Logged

Igfig

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (back!)
« Reply #1322 on: July 12, 2010, 01:47:38 pm »

You can use any tile you like for custom workshops.

WormSlayer

  • Bay Watcher
    • View Profile
    • WormSlayer.com
Re: Ironhand's Graphics Set (back!)
« Reply #1323 on: July 12, 2010, 01:53:20 pm »

I replaced tile 238 - "ε" - "Bowyer's workshop middle-right tile" which was already a crossbow, but it was a bit pixelated for my taste.

Is } used for anything other than forbidden items then?

How about a hammer, a chisel, a screwdriver, a knife and a couple of brightly coloured flasks (which could change hue based on the foreground and background colours - If you can set those for custom workshops?)

I dont have a custom workshop to test it on, but here it is forbidding a cap.
Logged

Igfig

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (back!)
« Reply #1324 on: July 12, 2010, 02:10:45 pm »

I don't think } has any other uses, no.

I think the colours in the flasks are a bit distracting when used in a "forbidden item" tag.  I say either make them empty, or filled with a colour that won't show up on the stocks screen.  The stocks screen always has a black background, so maybe if it's tied to the background colour somehow?

Other than that, looks great.

Ironhand

  • Bay Watcher
  • the llama is laughing
    • View Profile
Re: Ironhand's Graphics Set (back!)
« Reply #1325 on: July 12, 2010, 02:13:14 pm »

Wheee! This stuff is so cool.
I like those rocks, WormSlayer.
Not quite so sure about the ore...

I can also choose a new tile for coal
if we make one; keep that in mind.

I'm gonna start compiling stuff tonight.
WormSlayer, send me whatever you haven't yet.
Might be another day or two until you guys see it.

As for the clothing thing; yeah,
[ is used for ALL clothing and armor and everything.
] is just used in workshops.

So that new workbench is awesome.

And yeah, I draw all my sprites from scratch.
Logged

Igfig

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (back!)
« Reply #1326 on: July 12, 2010, 02:31:46 pm »

One small request, though: Could you make the arrow symbols into pine trees?  And the gamma symbol into a palm tree?  It's really strange to look at a beautifully rendered world map and see a forest of blocky letters.  And if you could use your Tile Magic somehow to make the letters 'n' and 'V' more hill and valley-like, I would truly love you forever.
Er... I have another request: please cancel the above request.

I somehow failed to copy the correct plant_standard file over, earlier.  After putting the right one in, everything looks fine.

WormSlayer

  • Bay Watcher
    • View Profile
    • WormSlayer.com
Re: Ironhand's Graphics Set (back!)
« Reply #1327 on: July 12, 2010, 02:37:30 pm »

Thats the sort of problems I like Igfig, ones that solve themselves! :D

May as well just mirror the gem cutters workshop tile?


How about Dem Minerals with a bit of sparkly colour on the ore bits sticking out?


Going to email you now IH! :)

Edit: Hmm... coal would be... a black rock...? :P But yeah it may be good to try and disambiguate that damn tile, its used for so many things :F
« Last Edit: July 12, 2010, 02:44:09 pm by WormSlayer »
Logged

Star Weaver

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (back!)
« Reply #1328 on: July 12, 2010, 02:53:28 pm »

That actually looks pretty cool mirrored.

And dbwah, I rarely built bowyers so I didn't even realize there was a tile that was supposed to be a bow for the workshop.

Oh, and yeah, there's even a utility called something like Workshop Draw or Painter or something that lets you load your favorite tileset and select the tiles and colors for each stage of workshop buildage, then spits out the COLOR, and TILE data to put in your buildings tokens. (You have to work out the BLOCK and all the gameplay stuff yourself, it's a very simple prog).
Logged

WormSlayer

  • Bay Watcher
    • View Profile
    • WormSlayer.com
Re: Ironhand's Graphics Set (back!)
« Reply #1329 on: July 12, 2010, 02:58:23 pm »

Just noticed I've been putting the smoothed floor tile behind stone and minerals, should be a rough tile really?

I also rather like the coloured minerals, maybe even more so with less sparkle and more blended colour?


Oooh gold ore is shiney :D
Logged

Star Weaver

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (back!)
« Reply #1330 on: July 12, 2010, 03:00:57 pm »

The green dot is rather overly noticible on there at the moment, but otherwise yay :)
Logged

Solace

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (back!)
« Reply #1331 on: July 12, 2010, 03:02:20 pm »

Maybe the hacksaw should have some single-pixel (or different colored) teeth? Even if hacksaws would look straight at that resolution, it would make it more obviously not a cleaver. :P
Logged

thegrtman

  • Escaped Lunatic
  • Let's put it this way...
    • View Profile
Re: Ironhand's Graphics Set (back!)
« Reply #1332 on: July 12, 2010, 03:02:42 pm »

Woot!  I must say, I've been praising this graphics set for a while, but I've only just gotten around to posting on here  :P.  Ironhand introduced me to DF just a few weeks ago, and I'm addicted, but I think that this graphics set really helps.  I think that it may just be the only way I'll ever play DF... But who knows.
Anyway, just wanted to give him a little praise on the forum, so keep up the great work!
Logged

Ironhand

  • Bay Watcher
  • the llama is laughing
    • View Profile
Re: Ironhand's Graphics Set (back!)
« Reply #1333 on: July 12, 2010, 03:05:06 pm »

I know you.
Thanks, though.  :D

Hey WormSlayer. I'm totally loving that green-on-brown floor, bottom left corner.
Is that something I did, or did you mix some stuff up there? Or am I seeing things?

Hey, one thing we could use would be a generic pile of rags/clothes.
To be used for armor, clothing, and everything that can be grouped there.
That's also boots, gloves, hats... but I think a bundled up cloth would work.
Logged

WormSlayer

  • Bay Watcher
    • View Profile
    • WormSlayer.com
Re: Ironhand's Graphics Set (back!)
« Reply #1334 on: July 12, 2010, 03:16:18 pm »

Hey WormSlayer. I'm totally loving that green-on-brown floor, bottom left corner.
Is that something I did, or did you mix some stuff up there? Or am I seeing things?

I think I mentioned this in that long rambling email I sent you with ideas and things I had been working on? Basically I was playing around with adding some light colour noise to your "rough" tiles, makes them more organic and subtly different to nice clean smooth tiles?

Oh I also had to make them a tiny bit brighter to get the z-level below tiles working!

Hey, one thing we could use would be a generic pile of rags/clothes.
To be used for armor, clothing, and everything that can be grouped there.
That's also boots, gloves, hats... but I think a bundled up cloth would work.

Curse you! I've been putting off this one because its so many different things! I'll have a go though, the current one is looking more and more out of place...

Love the new stone/ore tiles. For uncut gems though, it would definitely be nice to have a similar tile. Maybe something like the one in Spreggo's tileset?

He makes a good point IH, can we disambiguate uncut gems from all that other stuff? - I'm pretty sure we could use the same tile for coal with some TileMagic(tm)?
« Last Edit: July 12, 2010, 03:20:58 pm by WormSlayer »
Logged
Pages: 1 ... 87 88 [89] 90 91 ... 329