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Author Topic: Ironhand's Graphics Set (on Hiatus)  (Read 1241933 times)

Ironhand

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Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
« Reply #1950 on: August 05, 2010, 02:57:05 pm »

Yeah, we've been bouncing that idea back and forth for a while.

The only big problem with it is that then goats and gremlins and groundhogs use that tile too.
And also, goblins (and goats and gremlins and groundhogs) use that tile when they're caged as well.

Still, we're considering a couple workarounds. One being re-mapping all the default creature tiles (blarg)
to sort them by appearance rather than letters. So all the humanoids would use one tile for their dead/caged,
and all the equine or camelid creatures could share a tile, etc. It would be a lot of work. But it would be very cool.
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Cheddarius

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Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
« Reply #1951 on: August 05, 2010, 03:00:05 pm »

What about a bloody and ripped-up "g"?
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Alcoholic

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Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
« Reply #1952 on: August 05, 2010, 03:04:53 pm »

What about a bloody and ripped-up "g"?

Now were talking!  :P
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Ironhand

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Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
« Reply #1953 on: August 05, 2010, 03:09:57 pm »

Haha, that is pretty funny... but I'm kinda going for visual realism over iconography.

The more I think about it, the more I like the first idea.
I could carve out some (transparency) wounds from it.
Then when they're in cages, you'll see the creature,
but when they're dead they'll be in a pool of blood.

...I dunno. It might not work. I think I'll give it a shot later, though.

Unless you guys really like the messed up letters idea. That would definitely be easier. = P
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McBeer

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Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
« Reply #1954 on: August 05, 2010, 04:46:31 pm »

Quote
If you use white as the tile foreground colour, you can show a full range of RGB colours and still have background free for whatever
Could you share any more info about that?
How..full-range...
---
btw, sshot from 0.49 tileset..damn :D
« Last Edit: August 05, 2010, 06:34:32 pm by McBeer »
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Cheddarius

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Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
« Reply #1955 on: August 05, 2010, 04:53:56 pm »

Is the Ironhand upgrade pack compatible with 0.28.181.40d?
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Ironhand

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Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
« Reply #1956 on: August 05, 2010, 07:08:30 pm »

Uh... not really.

The tileset would work, I suppose,
but my modified raws wouldn't work.

You'd need to go in and change raws for
minerals and plants and all kinds of stuff.
And the dwarves and creatures might not
all work either, because there are more
creatures than before. You'd just have
to delete all the definitions that aren't
around in 0.28.181.40d. Like all the
new underground critters...
and new dwarf professions.

It would be a lot of work, and it's not worth it for me right now.
But you could probably figure it out for yourself if you wanted to.


Is there a reason you're hesitant to just play 0.31?
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WormSlayer

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Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
« Reply #1957 on: August 05, 2010, 07:23:41 pm »

Quote
If you use white as the tile foreground colour, you can show a full range of RGB colours and still have background free for whatever
Could you share any more info about that?
How..full-range...

I mean if you use white as the foreground, your tile stays exactly how you drew it with no tint. If you look at the vine/berry bush in the latest tiles thats an example. With that one, I can also set the foreground to green, and the brown stems turn green which is cool :D

Also that custom workshop in your screenshot - The background tile colour changes just the colour of the flask. I seem to remember I also made the spots on the leather pelt use the background colour.
« Last Edit: August 05, 2010, 07:26:32 pm by WormSlayer »
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Ironhand

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Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
« Reply #1958 on: August 05, 2010, 07:30:53 pm »

Plus all those mushrooms, of course.
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Cheddarius

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Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
« Reply #1959 on: August 05, 2010, 07:45:35 pm »

I've already played 0.31, but I'm playing Halltraded, which doesn't work with the new DF... is there some way to get a graphics pack that works with that?
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Ironhand

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Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
« Reply #1960 on: August 05, 2010, 07:55:39 pm »

If you're not willing to do some fiddling with mine,
you're gonna have to go back to one that's already bundled in.

Like Mike's, or Sphr's.

Sorry.
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Cheddarius

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Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
« Reply #1961 on: August 05, 2010, 08:10:03 pm »

Ah, all right. Thanks!
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flatlander

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Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
« Reply #1962 on: August 05, 2010, 08:52:54 pm »

Wonderful work... I love the new sand tiles, gardens, and water...
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Ironhand

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Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
« Reply #1963 on: August 06, 2010, 07:09:52 am »

I'm working on a new banner for the OP, and I got sidetracked
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Ironhand

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Re: Ironhand's Graphics Set (surprise release! 0.47, the segue into 0.50!)
« Reply #1964 on: August 06, 2010, 07:29:45 am »

Ta-da!

Spoiler (click to show/hide)

Okay, I'm gonna get back to the real work now.
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