Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 137 138 [139] 140 141 ... 329

Author Topic: Ironhand's Graphics Set (on Hiatus)  (Read 1246760 times)

LucasUP

  • Bay Watcher
  • Devout Cheeseist
    • View Profile
Re: Ironhand's Graphics Set (magic new water for 0.50!)
« Reply #2070 on: August 09, 2010, 09:40:19 pm »

nah I'm done. Was supposed to get the idea of what it might look like across. Then I got a bit silly.
Logged
OG founder of the Lazy Newb Pack

WormSlayer

  • Bay Watcher
    • View Profile
    • WormSlayer.com
Re: Ironhand's Graphics Set (magic new water for 0.50!)
« Reply #2071 on: August 09, 2010, 10:08:10 pm »

I was about to suggest you test-drive the tilesheet I'm working on in anticipation of the great day :P

Speaking of which, I just spent way too long making new versions of the rough ground tiles and tweaking almost every single tile. Everything has outlines now, even totally remade a couple of things - Check it out and let me know what you think:
Spoiler (click to show/hide)
« Last Edit: August 10, 2010, 12:03:32 am by WormSlayer »
Logged

HeliumFreak

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (magic new water for 0.50!)
« Reply #2072 on: August 10, 2010, 12:16:22 am »

I hate to rain on the lovely water tiles parade. But i really dont like how the water tile looks against solid ground :o Sorry I think it maybe because of the contrast. Maybe try lowering the "ripple" intensity or i dunno. Not sure how to fix it. Maybe make it so its harder to notice

*Edited to actually add some constructive criticism as apposed to criticism
« Last Edit: August 10, 2010, 12:18:56 am by HeliumFreak »
Logged

pugi

  • Bay Watcher
  • I reject your reality and substitute my own
    • View Profile
Re: Ironhand's Graphics Set (magic new water for 0.50!)
« Reply #2073 on: August 10, 2010, 01:45:20 am »

I think the ground tiles should be brightened up a bit, looks fine otherwise :)
Logged

Vince

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (magic new water for 0.50!)
« Reply #2074 on: August 10, 2010, 01:48:19 am »

I Love the new tiles, WormSlayer, and agree to HeliumFreak.
And Baughn, if you've got the absolute tiles:

Would it be possible to have tile transitions or at least "surrounding aware"-tiles?

Like discussed here:
http://www.bay12forums.com/smf/index.php?topic=43260.3630
Logged

Prastary

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (magic new water for 0.50!)
« Reply #2075 on: August 10, 2010, 04:47:02 am »

Speaking of which, I just spent way too long making new versions of the rough ground tiles and tweaking almost every single tile. Everything has outlines now, even totally remade a couple of things - Check it out and let me know what you think:
Spoiler (click to show/hide)

The skull looks silly, like some talking head from Planescape Torment. The ground tiles are ugly blurry, I miss the original rough ground tiles. The coffins are super ugly, like cut from paper.

And there is still this ugly toy-crown in the tileset.
Logged

Harmonica

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (magic new water for 0.50!)
« Reply #2076 on: August 10, 2010, 05:11:30 am »

The skull always makes me think of Monkey Island, but yeah Planescape works too :)

I'm not sure if your outlines might have broken some of the tiling WormSlayer. Also I can't really tell what is and isn't outlined but overall the effect to me is that it looks a bit cartoony. Although some things might look better with a bit more pop.
« Last Edit: August 10, 2010, 05:14:39 am by Harmonica »
Logged

Jiri Petru

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (magic new water for 0.50!)
« Reply #2077 on: August 10, 2010, 05:17:53 am »

Yeah, the scull is very Planescapey  8)
Logged
Yours,
Markus Cz. Clasplashes

Baughn

  • Noble Phantasm
  • The Haruhiist
  • Hiss
    • View Profile
Re: Ironhand's Graphics Set (magic new water for 0.50!)
« Reply #2078 on: August 10, 2010, 05:59:10 am »

I Love the new tiles, WormSlayer, and agree to HeliumFreak.
And Baughn, if you've got the absolute tiles:

Would it be possible to have tile transitions or at least "surrounding aware"-tiles?

Like discussed here:
http://www.bay12forums.com/smf/index.php?topic=43260.3630
I don't even need absolute tiles for that. Sure, why the heck not?
Logged
C++ makes baby Cthulhu weep. Why settle for the lesser horror?

Vince

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (magic new water for 0.50!)
« Reply #2079 on: August 10, 2010, 06:10:05 am »

I don't even need absolute tiles for that. Sure, why the heck not?

Oh god, I am so thrilled for that!
This will improve the graphics MASSIVELY. (Especially with my dwarves stomping grass to dirt in mere seconds, dirt/sand EVERYWHERE)
Logged

Foamy

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (magic new water for 0.50!)
« Reply #2080 on: August 10, 2010, 06:40:56 am »

Would that mean that walls could be thinned with open space on their tile showing the same colour as the surroundings while still becoming solid if they were part of a larger construction?

Also would it be possible to give murky water a different colour to regular water?
Logged

Ironhand

  • Bay Watcher
  • the llama is laughing
    • View Profile
Re: Ironhand's Graphics Set (magic new water for 0.50!)
« Reply #2081 on: August 10, 2010, 07:18:07 am »

Sure, why the heck not?

DUDE!!! EXCITED!!!

The skull looks silly, like some talking head from Planescape Torment. The ground tiles are ugly blurry, I miss the original rough ground tiles. The coffins are super ugly, like cut from paper.
And there is still this ugly toy-crown in the tileset.

Hey, stop abusing WormSlayer. That's my job.

And anyway, do you really dislike the new ground?
...because I think it's SPECTACULAR!
It makes everything show up so much better!
And rough walls are so well-distinguished against it!
Unless you guys have some compelling arguments otherwise, I'm a fan.

The only thing they aren't great about is tile edges (they show up more).
But those squares will go away once we get our surrounding-aware tiles!

As for the skulls and the crown and the coffins, though, I kinda agree.
Logged

WormSlayer

  • Bay Watcher
    • View Profile
    • WormSlayer.com
Re: Ironhand's Graphics Set (magic new water for 0.50!)
« Reply #2082 on: August 10, 2010, 07:36:55 am »

The skull looks silly, like some talking head from Planescape Torment. The ground tiles are ugly blurry, I miss the original rough ground tiles. The coffins are super ugly, like cut from paper.

And there is still this ugly toy-crown in the tileset.

My new #1 fan? Love you too man!

I think the ground tiles should be brightened up a bit, looks fine otherwise :)

They should be about the same relative brightness as before, but now they dont have as much contrast. Should help foreground objects stand out a bit more. The tiling is also still pretty seamless, look at this shot where the red mushrooms match the colour of the ground tile:


I don't even need absolute tiles for that. Sure, why the heck not?
Now that would be a sweet new feature!
« Last Edit: August 10, 2010, 07:40:59 am by WormSlayer »
Logged

Ironhand

  • Bay Watcher
  • the llama is laughing
    • View Profile
Re: Ironhand's Graphics Set (magic new water for 0.50!)
« Reply #2083 on: August 10, 2010, 07:37:43 am »

Don't worry, Wormy. Some of us still love you.



Actually, Baughn, if I could ask for one thing, ever, you know what it would be?

It would be separate backgrounds, with objects overlaid on top of them.



...but surrounding-friendly tiles would be very cool, too.
Logged

WormSlayer

  • Bay Watcher
    • View Profile
    • WormSlayer.com
Re: Ironhand's Graphics Set (magic new water for 0.50!)
« Reply #2084 on: August 10, 2010, 07:43:08 am »

separate backgrounds, with objects overlaid on top of them.

The problem with this is that we already use the alpha channel for background colours. Could maybe use a second tile sheet for transparency?

Or if Baughn wants to totally remake how it works; One tile sheet for background coloured bits and another one for foreground coloured bits, both with a proper alpha channel for blending with ground tiles.

Also thinking back to Baughn's mention of fixing up the shader support - Animated perlin noise or something on fluid tiles may be nice?
« Last Edit: August 10, 2010, 07:51:14 am by WormSlayer »
Logged
Pages: 1 ... 137 138 [139] 140 141 ... 329