the grayish teal rock seems really out of place in that water.
It does, but it's one of those things we cant do anything about
Just want to say that apart from having to save my game and switch back to 2D for TTF every time I need to trade (=P not really your fault you got overeager) Ironhand's graphics are always the best!
Please keep it up!
p.s. can we switch smoothed Kimberlite to retain its blue colour please? Right now it turns from sexy blue to a dull light grey.
Until such time as TTF works seamlessly, I think we will be either releasing two versions, or maybe a compromise where it's still readable...
Kimberlite is another one of those things... To get that particular shade of blue, we are mixing blue foreground with grey background colour. But floors use the background colour to indicate the smoothed/engraved status so you only see ... well grey apparently, though I would have expected it to use the blue foreground colour... :S
Without this, I'm at a loss when it comes to quickly analyzing an embark position or a new tunnel.
Valuable gems? I can see an an instant if it's ok do dig 'em and make my tunnel a bit curvy out or not and keep it straight.
Ores? Check the wiki, if it's not something like platinum or gold. It's tedious.
I totally understand what you mean, and I have to do the same thing myself sometimes. One problem with doing this in the past was the lack of tile slots, but more/more obvious ore tiles were something we discussed for our post-ttf plans. Then with all the talk of fancy shaders we were looking at totally changing the way we make the graphics but that doesnt seem to be really happening so I think were going to have to refocus and make plans based on what we can actually do, right now.
Also here is the tileset with no n's or V's and the water+numbers test