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Author Topic: Ironhand's Graphics Set (on Hiatus)  (Read 1233910 times)

Maldevious

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2355 on: August 13, 2010, 09:18:16 pm »

Want to talk about sterile?

This is my hospital (using .48)...

Spoiler: Not so sterile... (click to show/hide)

Note the troll corpses, body parts, spatterings of mud, and pools of blood. Now I wonder why all my dwarfs die of infection...
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Solace

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Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
« Reply #2356 on: August 13, 2010, 09:28:57 pm »

We can do the overlay thing. Baughn's already said we can use as many tiles as we want.
But yeah, the problem is figuring out how much light there's supposed to be on a tile.
Well, if you can check if any tile is adjacent, you could make it an onion thing, like I said? Tiles directly in sun get 100% light. Tiles adjacent to a 100% tile get 80%. Tiles adjacent to a 80% tile get 60%, and so on. Of course, it'd be tricky to turn that light back off again... I guess you could (if possible) set all illumination tiles to have a small % chance of self-destroying, which would make the light flickery, and destruction of the light source would eventually put out the light.
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Harmonica

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2357 on: August 13, 2010, 09:32:05 pm »

Yes but the difficulty I think is working out what tiles are even in the sun.
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Dearnen

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2358 on: August 13, 2010, 09:34:34 pm »

Love the font in the newest update.  And everything is so much less cluttered.  Sweet.
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WormSlayer

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2359 on: August 13, 2010, 09:40:37 pm »

but the one farther down is not. It's just used for the adventurer on the map.

Yea I realised that after changing it - Thought I put him back upright :P

Yes but the difficulty I think is working out what tiles are even in the sun.

Yeah this is the problem, all we have to work with is the tile number and colours.
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Harmonica

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2360 on: August 14, 2010, 12:18:43 am »

Lighting is something that I can live with being way off in the distance as far as core DF goes, that's pretty complex stuff and anyway I doubt my pc would cope with the calculations for it.

But multi tile goodness and tile transitions are perfectly good fodder in the meantime. There's so much you could potentially do. It would be sort of poetic if, like, Ironhand's original seed idea of having massive tiles so you could have tiny dwarves and big megabeasts will actually work out!

Just the scary factor of having your dwarves suddenly set upon by some 10-tile wide behemoth would be epic!
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Igfig

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2361 on: August 14, 2010, 12:50:07 am »

A thought on actually drawing the dragon:

It might be a good idea to make sure each tile of the dragon's image is a specific part, so people can stand on them without disrupting the overall picture.  The middle should be the head, since it's the highest point and shouldn't really be stepped on.  Also that's where the dragonfire comes out of.

Oh, and 0.48 is awesome as usual.  The new font is nice, and I like how the gems actually look like they're in a wall now.

Zalminen

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2362 on: August 14, 2010, 01:06:40 am »

Oo, the possibilities...  :o

One thing that popped in my mind:

Since we will be able to check the adjacent tiles, how about mineral veins / gem deposits that look more continuous?
Even better if they're sparkly as well  :D
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Vince

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2363 on: August 14, 2010, 01:34:01 am »

About the dragon:
You guys are all so excited about the idea of a semi-multi tile dragon rampaging in your fort, leading to all sorts of FUN.
But in my experience it's more like this:
"The dragon Unxpsylyk the terrible fearsome destroyer of worlds appeared!"
Spoiler (click to show/hide)
"Oh and it is severely wounded from worldgen and rolling around in pain at the edge of the map."
"Oh, now it died."
Spoiler (click to show/hide)

So I propose we have the "dragon lying down" tile fist. :D
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RedForty

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2364 on: August 14, 2010, 02:29:54 am »

Hey guys,
I'm extremely new to the game and I already love it.

I have a quick question about the way text is displayed with Ironhand's tileset. Is it normal that periods are rendered as blank textures? This is what I see on my main menu:
http://dl.dropbox.com/u/36633/b/dfironhand.png

Sorry for the noob question. I couldn't find a faq and couldn't find it in search. :-/
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Patchouli

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2365 on: August 14, 2010, 02:32:00 am »

Hey guys,
I'm extremely new to the game and I already love it.

I have a quick question about the way text is displayed with Ironhand's tileset. Is it normal that periods are rendered as blank textures? This is what I see on my main menu:
http://dl.dropbox.com/u/36633/b/dfironhand.png

Sorry for the noob question. I couldn't find a faq and couldn't find it in search. :-/
It's normal.
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Prastary

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2366 on: August 14, 2010, 04:32:06 am »

I actually like the new terrain

But old tables were much better, those are too blurry
« Last Edit: August 14, 2010, 04:34:42 am by Prastary »
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Haspen

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2367 on: August 14, 2010, 06:13:40 am »

Not using, but following.

Ironhand's tile magic is awesome.
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McBeer

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2368 on: August 14, 2010, 06:25:03 am »

Want to talk about sterile?

This is my hospital (using .48)...

Spoiler: Not so sterile... (click to show/hide)

Note the troll corpses, body parts, spatterings of mud, and pools of blood. Now I wonder why all my dwarfs die of infection...

heh heh, i was thinking about this:
Quote
everything is so much less cluttered
---

upd: damn, i realized what anims may be used for.... TORCHES and fireplaces, oh god(3 frames and i am done).

upd2(couldn't hold myself after seeing this gfx):
multitile creature anyone, LOL?
Spoiler (click to show/hide)
..interesting wavy-water tiles there, hmm.
« Last Edit: August 14, 2010, 08:50:27 am by McBeer »
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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2369 on: August 14, 2010, 08:03:34 am »

Also trees and bushes with moving leaves and ripples on water, and moving grass, and creatures with some random small movements... The game will become lovely.

And animated fire/smoke which look burning even during still adventure mode turns.

And shining gems and ore.

And swinging chains and ropes.

So many stuff to do!
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