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Author Topic: Ironhand's Graphics Set (on Hiatus)  (Read 1246507 times)

Tormy

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Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
« Reply #2295 on: August 13, 2010, 08:12:30 am »

So I was right. Thanks for the clarification....hmmm...visually this will be great, but it will be kinda weird that x creature will step on a dragon's tail instead of trying to hit it. :D Oh well, great news still!
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Ironhand

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Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
« Reply #2296 on: August 13, 2010, 08:17:05 am »

I think it'll be cool. We could even have a different graphic for a dragon that's avoiding different squares,
like curling around to fight someone in his tail square or something. = P  Oh, mercy, what am I getting into...
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Baughn

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Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
« Reply #2297 on: August 13, 2010, 08:19:44 am »

Or merge the tiles, and provide an animation of a dwarf fighting a dragon.  ;D
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Ironhand

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Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
« Reply #2298 on: August 13, 2010, 08:22:01 am »

Ahahahaha!

Awesome.
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Deon

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Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
« Reply #2299 on: August 13, 2010, 09:02:25 am »

Now imagine if the dragon is surrounded... Oh boy.
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Ironhand

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Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
« Reply #2300 on: August 13, 2010, 09:05:31 am »

The thing is, don't creatures usually move into their target's square to fight them?
I feel like that will mess me up...
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Vince

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Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
« Reply #2301 on: August 13, 2010, 09:11:01 am »

The thing is, don't creatures usually move into their target's square to fight them?
I feel like that will mess me up...
Let me do this in pseudocode:
if(tile[x,y].creaturecount > 2)
draw(creature_pile);

:D
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Baughn

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Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
« Reply #2302 on: August 13, 2010, 09:12:44 am »

Sadly, we don't /get/ creaturecount.

Such is life.
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Vince

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Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
« Reply #2303 on: August 13, 2010, 09:27:13 am »

Sadly, we don't /get/ creaturecount.
Such is life.
I know, I know. Just kidding around.  :P
I couldn't resist the thought of visualizing the piles my wrestler dwarves would make the whole time. Goblin-smashing piles.
« Last Edit: August 13, 2010, 09:31:10 am by Vince »
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WormSlayer

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Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
« Reply #2305 on: August 13, 2010, 11:03:53 am »

The thing is, don't creatures usually move into their target's square to fight them?
I feel like that will mess me up...

I suppose wrestlers have to be on the same square, but dont weapons reach adjacent tiles?

Having a dorf overdraw a dragon wing isnt so bad anyway? - He jumped on that wing in order to better reach the dragons vital bits with his axe!

Also Toady has kind of established a precedent for weird overdraw with Ballista arrows?
« Last Edit: August 13, 2010, 11:09:15 am by WormSlayer »
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Patchy

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Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
« Reply #2306 on: August 13, 2010, 12:11:31 pm »

Ok, finally decided to give the set a try last night. This is an awesome set Iron and Worm, absolutely marvelous work. But, I do have a few nitpicks, nothing major though. The set did seem to be rather dark, but that's probably something I can adjust with a combo of my monitors settings and slowly brightening up the colours in the colour file. The other one I came across when building a big circular keep over my entrance. The walls didn't go diagonal like they did with phoebus' set. While that isn't a big problem, I can just make square keeps for now, but I do like the circular keeps (hint hint). So maybe we can get a version of your graphics with the walls going diagonal. Also a request for your next animal to sprite, walruses.

Anyways I'll say it again, awesome work guys.
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Igfig

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Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
« Reply #2307 on: August 13, 2010, 12:26:16 pm »

Well, since it seems we can do animations, why not just have a dwarf/dragonwing tile do the standard spinning flip-flop pattern (- / | \ -) for two creatures on the same tile?  The code shouldn't be too complicated: if a creature tile has a dragon's head to its right, flip-flop between the existing tile and the dragon's left wing.

That does raise a concern in my mind, though.  How will all this interact with existing tile-animation stuff, like alttiles or the aforementioned flip-flop?  If a dwarf is standing on a dragon's head, will the entire dragon disappear when the animation flips back to the dwarf?  If a wall gets splashed with blood, will that change all the engravings nearby?  Or will absolute positioning be able to handle all that?

Baughn

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Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
« Reply #2308 on: August 13, 2010, 12:44:16 pm »

You should think about this as if you're making a new screen from just what you see right now, which is substantially correct.

It's not likely to be a permanent state of affairs, but you probably shouldn't expect a major overhaul right away either. Once we have a somewhat better idea of what we /need/, though, I might have better luck suggesting changes to Toady. I don't really want to guess, though.

It'd  be especially easy if I already have a tileset to point at that attempts to guess at some particular value, however. So have fun!
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ghostxxx

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Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
« Reply #2309 on: August 13, 2010, 01:09:25 pm »

This is going to be amazing! There is so much potential here, especially if Toady throws us a bone or two.

Speaking of animation. Dwarves are already "moving" so they don't necessarily have to be animated more. Now static environments on the otherhand like walls, gems, statues, aren't really moving and it would be pretty neat if occasionally a gem would sparkle or some dust would fall from a wall.

I also really like the idea of lighting. Pools of light lighting up tiles around them. Would definitely give a reason to build giant shafts in the mountain for the occasional skylight. You can have a skylight falling onto a tomb of a king (I'm thinking the Mines of Moria scene from LOTR).
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