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Author Topic: Ironhand's Graphics Set (on Hiatus)  (Read 1246153 times)

Ironhand

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Re: Ironhand's Graphics Set (little break)
« Reply #2685 on: September 07, 2010, 08:37:56 pm »

Actually, this'll get fixed with the next version.

In the past, I've only kept bright sand for the brighter water.
In the next release, we'll be using the old numeric tiles for water,
so sand (and subsequently mud and vomit) can be nice and dark.
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dierre

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Re: Ironhand's Graphics Set (little break)
« Reply #2686 on: September 07, 2010, 08:43:04 pm »

Thanks. Another question: why is the height of the window fixed even when I enlarge the application?
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Scaraban

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Re: Ironhand's Graphics Set (little break)
« Reply #2687 on: September 07, 2010, 11:42:34 pm »

Thanks. Another question: why is the height of the window fixed even when I enlarge the application?
isn't it obvious?
Spoiler (click to show/hide)
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Moonshine Fox

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Re: Ironhand's Graphics Set (little break)
« Reply #2688 on: September 08, 2010, 12:57:07 am »

Actually, this'll get fixed with the next version.

In the past, I've only kept bright sand for the brighter water.
In the next release, we'll be using the old numeric tiles for water,
so sand (and subsequently mud and vomit) can be nice and dark.
Hmm, no more shiny water?
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LucasUP

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Re: Ironhand's Graphics Set (little break)
« Reply #2689 on: September 08, 2010, 01:22:33 am »

Hmm, no more shiny water?
No. Much MORE shiny water. If I understand correctly, Ironhand is replacing the tiles for 1-7 with different water-tile symbols, which change/swirl as the water level changes.
This can be done since we are moving to true-type fonts: the game won't actually need these tiles to display numbers in the game.
Spoiler (click to show/hide)
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Ironhand

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Re: Ironhand's Graphics Set (little break)
« Reply #2690 on: September 08, 2010, 01:24:11 pm »

Yup!

It's gonna be awesome.

And yeah, the fixed menu height isn't something we can change, unfortunately.
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Aklyon

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Re: Ironhand's Graphics Set (little break)
« Reply #2691 on: September 08, 2010, 02:35:12 pm »

If it was, it wouldn't be called fixed :D
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oolon1

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Re: Ironhand's Graphics Set (little break)
« Reply #2692 on: September 08, 2010, 09:03:03 pm »

Hmm, no more shiny water?
No. Much MORE shiny water. If I understand correctly, Ironhand is replacing the tiles for 1-7 with different water-tile symbols, which change/swirl as the water level changes.
This can be done since we are moving to true-type fonts: the game won't actually need these tiles to display numbers in the game.
Spoiler (click to show/hide)

While I'm not sure I agree with the idea of using seven whole tiles on fluid levels, I got to thinking:  are we sure the 1-7 fluid tiles aren't going to be displayed as numbers via the new truetype system?  I monitor this thread, but I didn't see this talked about, and I haven't seen mention of a place in the raws to assign graphics to the current fluid levels.
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Aklyon

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Re: Ironhand's Graphics Set (little break)
« Reply #2693 on: September 08, 2010, 09:25:43 pm »

He's got a point there.
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Crystalline (SG)
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Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

gtmattz

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Re: Ironhand's Graphics Set (little break)
« Reply #2694 on: September 08, 2010, 11:37:50 pm »

He's got a point there.

Quite a pointy point there too..

Hopefully Baughn is reading this and can give us some feedback?
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Baughn

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Re: Ironhand's Graphics Set (little break)
« Reply #2695 on: September 09, 2010, 04:31:25 am »

They won't be. Truetyped, that is.

There are separate calls for inserting strings and inserting single characters. The map-drawing code uses the latter; anything to do with truetype uses the former.
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Moonshine Fox

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Re: Ironhand's Graphics Set (little break)
« Reply #2696 on: September 09, 2010, 07:34:41 am »

Zzzzplendid! Can't wait for that.
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Vibhor

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Re: Ironhand's Graphics Set (little break)
« Reply #2697 on: September 10, 2010, 01:40:49 am »

Is there a brighter version of this pack?
I like this one but cannot take the darkness
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ungulateman

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Re: Ironhand's Graphics Set (little break)
« Reply #2698 on: September 10, 2010, 03:08:32 am »

Try a different colour scheme.

There's some on the wiki. Hell, I changed my colour scheme to one of the darker "Natural" schemes because I like my DF slightly oppressive-feeling and gloomy.
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Deon

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Re: Ironhand's Graphics Set (little break)
« Reply #2699 on: September 10, 2010, 04:31:54 am »

I would suggest to invert primary/secondary colors for trees. Right now whenever a tree goes orange/white (autumn/winter) its secondary color is gone and you are left with weird-looking leaves. It's easy to make, Ironhand :).
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