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Author Topic: Ironhand's Graphics Set (on Hiatus)  (Read 1246684 times)

dennislp3

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Re: Ironhand's Graphics Set (magic new water for 0.50!)
« Reply #2145 on: August 11, 2010, 01:54:36 pm »

Whoops.

Spoiler (click to show/hide)

....dude...your stuffs on fire...curious as too why the trees aren't burning though. In real life I know some trees manage to escape small brush fires but it seems odd that they are all untouched
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cameron

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Re: Ironhand's Graphics Set (magic new water for 0.50!)
« Reply #2146 on: August 11, 2010, 02:09:36 pm »

tree burning is not in yet, only grass burns as far as i know
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WormSlayer

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Re: Ironhand's Graphics Set (magic new water for 0.50!)
« Reply #2147 on: August 11, 2010, 02:37:40 pm »

No tree burning? It's an Elven conspiracy I tell you!
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Ironhand

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Re: Ironhand's Graphics Set (magic new water for 0.50!)
« Reply #2148 on: August 11, 2010, 02:58:14 pm »

It's because trees are handled very much like buildings right now,
and buildings are also immune to damage from brush fires.
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WormSlayer

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Re: Ironhand's Graphics Set (magic new water for 0.50!)
« Reply #2149 on: August 11, 2010, 04:22:14 pm »

So I made a little wheel thingy:


Not sure what it looks like as a glass portal...

Also not really sure what to do for the flashing green construction designation - suggestions welcome! :)
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Baughn

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Re: Ironhand's Graphics Set (magic new water for 0.50!)
« Reply #2150 on: August 11, 2010, 04:23:38 pm »

Well, I can't split tiles myself, but -

Shader-mode will allow you to select tile graphics based on color, if you want. Would that be useful?
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WormSlayer

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Re: Ironhand's Graphics Set (magic new water for 0.50!)
« Reply #2151 on: August 11, 2010, 05:28:37 pm »

Well, I can't split tiles myself, but -

Shader-mode will allow you to select tile graphics based on color, if you want. Would that be useful?

Potentially this could be very useful but the issue is muddied (:P) by fluids and powders contaminating tile colours.

Also changed SKY and CHASM to tile 0 so Open Space looks different to "ground 1 level down" and (subtly) different to undug ground:
« Last Edit: August 11, 2010, 06:30:21 pm by WormSlayer »
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Harmonica

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Re: Ironhand's Graphics Set (magic new water for 0.50!)
« Reply #2152 on: August 11, 2010, 06:42:24 pm »

What about the trade depot accessibility screen - weren't there letters, too?

Yeah speaking of which, if there's anyway that the depot check screen can be made less eye-searingly painful to look at, through slowing down the animation or dulling the brightness of the colours.. that would be so awesome.

So I made a little wheel thingy:
Spoiler (click to show/hide)
Not sure what it looks like as a glass portal...

Also not really sure what to do for the flashing green construction designation - suggestions welcome! :)

That is a perfect 18px rendering of a cartwheel :D It looks good in the farm but maybe not so much in the trade depot?

However... something that I like to do to the 'solid colour' tile (used in the depot) is to add smoothed edges to it (just a tiny anti-aliasing/bevel along the 1px edge). If you did that, I think that the wheel might not look quite so out of place against the hard lines of the rock.
« Last Edit: August 11, 2010, 06:50:47 pm by Harmonica »
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Harmonica

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Re: Ironhand's Graphics Set (magic new water for 0.50!)
« Reply #2153 on: August 11, 2010, 06:45:35 pm »

edit: double post.
« Last Edit: August 11, 2010, 06:47:19 pm by Harmonica »
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Ironhand

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Re: Ironhand's Graphics Set (magic new water for 0.50!)
« Reply #2154 on: August 11, 2010, 07:01:18 pm »

I think I'm actually gonna go back to pure black for underground tiles, if nobody's opposed.
That was mostly just for when I was playing around with text, which is now a moot point.
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Ironhand

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Re: Ironhand's Graphics Set (magic new water for 0.50!)
« Reply #2155 on: August 11, 2010, 07:02:16 pm »

In other news, we are now on the Wiki!

Yay. I don't know who did it, but thanks!
It makes us feel like a real graphics set!
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Harmonica

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Re: Ironhand's Graphics Set (magic new water for 0.50!)
« Reply #2156 on: August 11, 2010, 07:14:32 pm »

Haha, and your very own category.
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WormSlayer

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Re: Ironhand's Graphics Set (magic new water for 0.50!)
« Reply #2157 on: August 11, 2010, 07:48:37 pm »

eye-searing

Ignoring the fact that it uses "that damn tile", toning the colours down does help, but the entire screen flashing on and off is still horrible. My eyes are bleeding just from testing a few different things O.o
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Ironhand

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2158 on: August 11, 2010, 07:52:17 pm »

Actually, the Depot access tiles are three different ones!
X is used for places wagons can't get to: that's the red stuff.
Green is wagon-accessible, and I think it uses a W. And
the yellow one is of course the Depot itself. It uses D.

So those could all be different tiles if we want.
Although, I don't really know how much it'll help...

Or are you not testing Depot access?



So... how much have we done that you guys aren't playing with yet?

I'm always using the version that's hot off the printer, so to speak,
so I forget when it's been, like, a whole week since I've released anything.

Maybe tomorrow I'll get some more spriting done. No promises yet...

Anyway, I think I can get a version out to you guys this weekend.
It might be Friday. It might be Saturday. It won't be huge, but it'll be nice.
New plants and newish trees and a bunch of just trivial fixes and patches.

Plus, of course, anything else me'n WormSlayer crank out before then.
I think I'll try and do some spriting tomorrow. We'll see how it goes.
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Baughn

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2159 on: August 11, 2010, 08:14:40 pm »

Hum. It's not exactly as nice as fixing it in DF, but here's a nice trick.

There are some tiles that occur both as components of certain workshops and elsewhere, right?

Well, in shader-mode you can differentiate between those two cases by grabbing the values for the tiles *next* to your ambiguous tile, and deciding based on that.

I can hardly wait. :P

..I'll try to hurry up so I can get it back in for next release. Should work.
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