That's a nice font, and the double lined walls are interesting but are you sure he doesn't mean that with a single wall, when inverted it becomes double lined? 1+1=3.
...Quote from: CruxadorIs the new route system based off or related to military patrols, or is it all new?
Are we getting diagonals mine tracks?
Are rails tiles the single lines or something else?
Toady, do rails work like other stone carvings? If not, how do they work?
Will wheelbarrows and carts all have their own tiles adjacent to the dwarves or beasts that pull them, or what's the deal there?
I had considered the old routes, but I decided to just make it new, so there wouldn't be fussing with points.
There are no diagonal mine tracks. It looks bad, and as people said, it causes rotation issues with larger objects. Hopefully there will be objects larger than one tile on tracks in the future.
I'm using inverted double lines for rails. Those'll either be distinguished from the hidden engravings walls through a color convention, or hidden engraving walls will be altered entirely. I don't like single line rails.
They work like stone carvings, but you have to do them in 1-wide/high rectangular sections to get the connections established between tiles.
I'm not sure how wheelbarrows and beasts will work out. The minecart pushing job isn't done either, but I'm pretty sure the dwarf will be walking behind the cart there.
...
It looks very clean and readable, a great ASCII set. Those fancy trees are nice as well.
Oh... I do like what I see.
This might just be the set that lets me stick with ASCII
Where is the download link?
Many thanks. You have finally given me the reason to switch away from Markavian, which was getting a bit old anyway. Very clean and well designed.
What's the color scheme in the image, if I may ask.
Pardon if I may not now much about colorschemes. I'm not very well-versed in ASCII.
This tileset looks a hell of a lot like Vherid's. And yes, I read the OP and I know the color scheme is the same. But it's not just that... it... just... exactly like Vherid's. :-\
This tileset looks a hell of a lot like Vherid's. And yes, I read the OP and I know the color scheme is the same. But it's not just that... it... just... exactly like Vherid's. :-\
Font-wise they are very similar. But then again there is only so much one can do with minimalistic letters and numbers. They must look different, all, and they must be recognizable. So nearly all of the tilesets out there look pretty much the same, besides the ones that try to get more funky and graphical (like the Plague or Phoebus)
Whereas a straight ASCII set will tend to look very much the same as any other ASCII set, by necessity.
However, the wall tiles are very distinct between Vherid and Taffer's set. VERY distinct, in fact.
Using this beautiful tile-pack. Be proud, the all-mighty ruler of kobolds uses your pack.
Oh... I do like what I see.
This might just be the set that lets me stick with ASCII
Thanks! Glad you like it!Where is the download link?
The image at the bottom of the post. This has no creature graphics, so it's just that pink image, same as the default ASCII game. Save it into data/art as taffer.png, then in data/init/init.txt, change the .png references to taffer.png. Specifically, [FONT:taffer.png] and [FULLFONT:taffer.png]. To change the color scheme, copy the desired colours into data/colors.txt.
Oh... I do like what I see.
This might just be the set that lets me stick with ASCII
Thanks! Glad you like it!Where is the download link?
The image at the bottom of the post. This has no creature graphics, so it's just that pink image, same as the default ASCII game. Save it into data/art as taffer.png, then in data/init/init.txt, change the .png references to taffer.png. Specifically, [FONT:taffer.png] and [FULLFONT:taffer.png]. To change the color scheme, copy the desired colours into data/colors.txt.
Doesn't work...
Says: Not found: data/art/taffer.png
Oh... I do like what I see.
This might just be the set that lets me stick with ASCII
Thanks! Glad you like it!Where is the download link?
The image at the bottom of the post. This has no creature graphics, so it's just that pink image, same as the default ASCII game. Save it into data/art as taffer.png, then in data/init/init.txt, change the .png references to taffer.png. Specifically, [FONT:taffer.png] and [FULLFONT:taffer.png]. To change the color scheme, copy the desired colours into data/colors.txt.
Doesn't work...
Says: Not found: data/art/taffer.png
Did you follow that bit?
Oh... I do like what I see.
This might just be the set that lets me stick with ASCII
Thanks! Glad you like it!Where is the download link?
The image at the bottom of the post. This has no creature graphics, so it's just that pink image, same as the default ASCII game. Save it into data/art as taffer.png, then in data/init/init.txt, change the .png references to taffer.png. Specifically, [FONT:taffer.png] and [FULLFONT:taffer.png]. To change the color scheme, copy the desired colours into data/colors.txt.
Doesn't work...
Says: Not found: data/art/taffer.png
Did you follow that bit?
Didn't quite understand you.
Which bit?
Which that?
More specific please?
Last update posted, with alternate. I can do requests, but barring another new version that mucks things up or a mysteriously-hitherto-undiscovered-graphical-oddity (unlikely), this is looking to be good, even for a perfectionist like me. Please don't hesitate to post, and check back every now and then just in case!
Last update posted, with alternate. I can do requests, but barring another new version that mucks things up or a mysteriously-hitherto-undiscovered-graphical-oddity (unlikely), this is looking to be good, even for a perfectionist like me. Please don't hesitate to post, and check back every now and then just in case!
I've been using your tileset for a while and I have to say it's by far the best I've seen. I edited mine slightly due to a preference for sans-serif typefaces and I only have a couple of other minor changes to bring up. Firstly the barrel symbol is also used in screw pumps and looks a bit odd. The £ symbol also seems to fit poorly with the rest of the set. Other than that it's really clean and attractive tileset with the best bits from the more traditional ascii and more detailed sets out there.
Thank you for the compliment, and the report! Done and done. Metal symbol should hopefully fit in better, and I've sacrificed cool little barrel icons for a more vanilla feel, keeping the "barreled" versions up. Let me know if it's what you had in mind! I tried to get a better division symbol, but kept with that one for consistency with the % symbol for screw pumps.
Thank you for the compliment, and the report! Done and done. Metal symbol should hopefully fit in better, and I've sacrificed cool little barrel icons for a more vanilla feel, keeping the "barreled" versions up. Let me know if it's what you had in mind! I tried to get a better division symbol, but kept with that one for consistency with the % symbol for screw pumps.
That's alright, and I know what you mean about the division symbol. The more "realistic" barrel icon looks nicer. Perhaps it would be a good idea to change both the flat and slanted division symbols to reach a compromise where the barrels look good but the screw pumps are still consistent?
edit: It might be idea to completely change the secondary tile of the screw pump. The only other non-changable item using that tile is prepared meals, and there isn't really a tile design set aside for that so I doubt that it would matter changing it. I'm thinking of changing mine to the same as tile 126 (the single tilde) to look like fluid flow. No rock currently uses that tile so there shouldn't be any need for raw changes either.
I'm not sure if there's a solution to this that I'm satisfied with. For complete compatibility with mods and future updates, I'd like to stick close to the default. The division symbol is more abstract and unlikely to be used, but replacing the percentage symbol seems likely to bite me in the ass sooner or later. I've been fiddling with things, but no luck so far.
I had a look through the tileset repository and the only style of barrel used that wasn't Anikki one or the original fraction symbol is in an old tileset by savok which has multiple horzontal lines instead of vertical.Spoiler (click to show/hide)
Inverting the colours seems to work quite well, giving these kind of results for barrels and pumps:Spoiler (click to show/hide)
I'm sure it could do with some work but it's the only compromise I've found that works.
well I hope you do stick to how vanilla is setup, Regeneration is going to be Ascii based for a bit and having this linked as a suggested Tileset. So please :P try your best to keep it as close to vanilla, at least tile position and looks wise. Great work btw
I'm not sure if there's a solution to this that I'm satisfied with. For complete compatibility with mods and future updates, I'd like to stick close to the default. The division symbol is more abstract and unlikely to be used, but replacing the percentage symbol seems likely to bite me in the ass sooner or later. I've been fiddling with things, but no luck so far.
I had a look through the tileset repository and the only style of barrel used that wasn't Anikki one or the original fraction symbol is in an old tileset by savok which has multiple horzontal lines instead of vertical.Spoiler (click to show/hide)
Inverting the colours seems to work quite well, giving these kind of results for barrels and pumps:Spoiler (click to show/hide)
I'm sure it could do with some work but it's the only compromise I've found that works.
I'd really like to say thank you for your splendid work
I've already been using it for quite some time and will post the screens of my fortress
https://docs.google.com/open?id=0BywsLJtd2usmMWcwcWUwbUhQelk
https://docs.google.com/open?id=0BywsLJtd2usmbjUwQnVqakoyV0U
You're welcome to use my screens
You're welcome to use my screens
Thank you kindly. I just linked to them in the thread, it's nice to get additional screenshots up for people. I was jealous of your embark and puzzled by the trees and rocks, until I realized that you were running a mod.
This may sound a little derpy of me, but where is the download link? I cannot find it.
This looks really good. I'm going to try it.
This may sound a little derpy of me, but where is the download link? I cannot find it.
This looks really good. I'm going to try it.
You just need to save the images with right-click.
OP, could you please post new screenshots?
... [snip]
OP, could you please post new screenshots?
You could always just add a 1px border around the CLA creatures making them 20x20.
Looks great, by the way.
wow!! Really nice!!
Is it possible to have one zip file with CLA+Taffer already merged? It seems that I mess something when I put both on work :(
Hmmm, I think the 20x20 definitely needs some tweaking. Something about it, to me at least, just doesn't have the same charm. I think it's a lot of the edges and things like that, once blown up look kind of awkward and need be restored to their crispness at the bigger size.
This might be really off topic, but, I've a question Taffer.
Your alias, was it encouraged or even inspired by the Thief series? Or was it something you came up with originally?
Unrelated, but the large tileset update is giving me difficulties, so it might be a bit yet before it gets updated.
OH SWEET ARMOK, THIS IS GLORIOUS!
~~ Taffer & CLA - together at last ~~
OH SWEET ARMOK, THIS IS GLORIOUS!
~~ Taffer & CLA - together at last ~~
EDIT: Just stitched the two together, IT LIVES
i really like this tileset. i mean really like a lot.. :3
now i can play without graphic pack..
thanks for great work Taffer.
I used your tileset in Fallout 1.0 for ASCII, thanks man.
Is there any way to do a 15x15 in addition to the 10x10 and 20x20? The former is to small for my little macbook air and the latter is to large. I think the 15x15 would be just right. ;D
The lower left lowercase b, looks awkward with that one pixel.
The lower left lowercase b, looks awkward with that one pixel.
I agree, that b looks wierd. Otherwise, great job with the diagonals.
I like the diagonal walls. Not too convinced on the font though. I think it's too small for serif to work well. Mostly it looks alright (apart from the 'b' as mentioned, but the uppercase 'W' as well), but if you compare it to the old font, I think it's better.
Have you thought about how the diagonal walls will look with trees in the next version?
I'm thinking about using crenelated walls for my own tileset.
Would there be much interest in a TTF version? I attempted to convert it, but it doesn't appear to display properly, so I'm thinking I've mucked things up along the way. I'll see if I can fix things up if there's any interest.
Would there be much interest in a TTF version? I attempted to convert it, but it doesn't appear to display properly, so I'm thinking I've mucked things up along the way. I'll see if I can fix things up if there's any interest.
yes please, I use dfterm2
Yes, they work.
Personally I dislike the new font. The old one is simple and bold, very easy to recognize, whereas the new one seems cramped and busy. I also prefer the less embellished style for representing creatures, on account of how abstract it is. Of course, I can always just edit them back in if I feel the need to get a newer version, so it's not a big deal.
Having said all that I'll take this opportunity to mention that I absolutely love your tiles. Never leave home without 'em.
I like the diagonal walls. Not too convinced on the font though. I think it's too small for serif to work well. Mostly it looks alright (apart from the 'b' as mentioned, but the uppercase 'W' as well), but if you compare it to the old font, I think it's better.
Personally I dislike the new font. The old one is simple and bold, very easy to recognize, whereas the new one seems cramped and busy. I also prefer the less embellished style for representing creatures, on account of how abstract it is. Of course, I can always just edit them back in if I feel the need to get a newer version, so it's not a big deal.
Having said all that I'll take this opportunity to mention that I absolutely love your tiles. Never leave home without 'em.
I like the diagonal walls. Not too convinced on the font though. I think it's too small for serif to work well. Mostly it looks alright (apart from the 'b' as mentioned, but the uppercase 'W' as well), but if you compare it to the old font, I think it's better.Personally I dislike the new font. The old one is simple and bold, very easy to recognize, whereas the new one seems cramped and busy. I also prefer the less embellished style for representing creatures, on account of how abstract it is. Of course, I can always just edit them back in if I feel the need to get a newer version, so it's not a big deal.
Having said all that I'll take this opportunity to mention that I absolutely love your tiles. Never leave home without 'em.
Front post is updated. Alternate font is Victoria Bold. Hope you like it! The font (http://opengameart.org/sites/default/files/font_preview_0.GIF) that I had in mind originally for sans, Hoshi, was a little too small, but it had character. Victoria is my compromise. As both the original font and the new one are sans serif, differences are minor at best, but I think this is a bit of an improvement. If the changes are still disliked, I can update the alternate font again.
That hoshi is nice.
Have you thought about how the diagonal walls will look with trees in the next version?
I'm thinking about using crenelated walls for my own tileset.
So I'm guessing it's a graphic set now? :P I created a screenshot of your set using the same fortress I used in the other sets in the updated wiki page, in case you wanted one. IMO, it's easier using the same location so browsers can quickly tell how they differ from each other. You can see it here (http://dwarffortresswiki.org/index.php/File:Zscr-taffer.jpg) (File:Zscr-taffer.jpg). But my fortress is dinky, LOL (I've actually abandoned it already as it didn't have flux). So your call on whether to use it or not. :)
And great to see more variety in the graphics sets now. :)
I'd like to use your walls for my 10x10.
I'd like to use your walls for my 10x10.
Sure thing. Which ones, out of curiosity? A credit in the readme would be nice, the walls were drawn by me. Cheers!
Sure thing. Which ones, out of curiosity? A credit in the readme would be nice, the walls were drawn by me. Cheers!
All of them? I don't like Anniki's anymore and walls are the one thing I really don't like making.
Uh, sure. What kind of scheme do you want? Do you want something similar to the dawnbringer palette that works? Also what do you mean by a larger 10x10?
Uh, sure. What kind of scheme do you want? Do you want something similar to the dawnbringer palette that works? Also what do you mean by a larger 10x10?
I was mostly thinking out loud, honestly. Don't worry about it, I just like your selection of colour schemes. By larger I mean larger in scope, rather than size. I'm thinking of expanding my creature graphics while keeping the tileset purely ASCII, to get the "best of both worlds" as it were.
Loving this tileset, I've noticed a glitch in the CLA version of it though: The wall character that looks like a backwards L, the version for joining 2 smoothed walls has the tile from the version that joins a smoothed wall and an unsmoothed one. The broken tile is the one directly underneath the 1/4 tile.
It appears to be correct in the images in the first post of this thread, so maybe the version included in the CLA add on is an old one?
Loving this tileset, I've noticed a glitch in the CLA version of it though: The wall character that looks like a backwards L, the version for joining 2 smoothed walls has the tile from the version that joins a smoothed wall and an unsmoothed one. The broken tile is the one directly underneath the 1/4 tile.
It appears to be correct in the images in the first post of this thread, so maybe the version included in the CLA add on is an old one?
The lower left corner of the capital O letter has a missing piece in your 2x version.
I love your tileset, it's so beautiful & elegant! Thanks for making this!
Love your tileset! Thank you very much!
Disclaimer: I'm quite new to ASCII tilesets.
I tried different versions of Taffer's tileset and my hero always blinked blue in adventurer mode. AS I recall, "@" is not blinking in vanilla DF. Is it normal behaviour or did I do something wrong?
Looks like party members and enemies are blinking too. Isn't it related to a creature class?
On unrelated note, is there any difference between 20x20 tileset in the first post and the last version http://dffd.wimbli.com/file.php?id=7767 (except from resolution, obviously)?
Looks like party members and enemies are blinking too. Isn't it related to a creature class?
On unrelated note, is there any difference between 20x20 tileset in the first post and the last version http://dffd.wimbli.com/file.php?id=7767 (except from resolution, obviously)?
I'm honestly not sure what is causing that bug, but I'm reproducing it on other graphic sets so I'm inclined to believe it's a known problem, and not solvable by myself, although I'm messaging somebody now to see if there's anything that I can do.
As for the large tilesets, there's quite a few differences. There are no graphics to match the 20x20 tilesets. I should probably update the thread to reiterate that, because they won't work properly if dropped into the current version. They are also based off of an older version of my tileset, so the font isn't as nice and there's a little less polish than there should be.
I haven't updated them yet because when I made them, I used scale2x to size them and it took a few hours to clean them up after, so it was a pain. When midterms are over I'll look into using a better shader and resizing the current set.
As for the large tilesets, there's quite a few differences. There are no graphics to match the 20x20 tilesets. I should probably update the thread to reiterate that, because they won't work properly if dropped into the current version.
They are also based off of an older version of my tileset, so the font isn't as nice and there's a little less polish than there should be.Looking forward to this!
I haven't updated them yet because when I made them, I used scale2x to size them and it took a few hours to clean them up after, so it was a pain. When midterms are over I'll look into using a better shader and resizing the current set.
First of all posting to watch, and letting you know that I included your tileset in Macnewbie, because it looks great! :)
I haven't tested extensively, so what are the effects of this? Will these sprites have lower quality, or should I expect some serious artifacts/ display bugs? I can live with lower quality for the time, but I need the 20x20 tiles, because all macs come with relatively high rez displays, so I need the bigger tiles. Should I use CLA addon until you redraw them? And also: on dffd you say that we should use Taffer 18x18 tilesets. To the best of my knowledge you have 10x10 and 20x20 sets. Which is correct? And CLA is supposed to be 16x16, so again, there's a bit mismatch. Would you kindly shed some light on this to me? Sorry for the noobish questions. :)
Looking forward to this!
You shouldn't need to use a shader, that's why it came out so weird, it's a bad idea. Personally I prefer a 2x to look like a 2x, so all you do is nearest neighbor increase the image by 2x, which will create a nice perfect pixel to pixel translation as long as the ratios stay solid like that, IE doing a 1.5x increase might make some oddities.
[snip]
Bam doubled up.
[snip]
It's how I double my images.
[snip]
As you can see here you would just do the same to the graphicsets to fix those as they show up blurry when the 10x are stretched to 20x.
[snip]
But it otherwise works perfectly fine. I could 2x everything you have in like 5 minutes.
You won't be waiting long. Check the new download. Because I didn't use a shader this time, it will look more "pixellated" than before. See Vherid's screenshot above for an example. The diagonal walls came out a little pixellated looking. I started smoothing them, but it clashed with the rest of the graphics set. I'll still go through the set again after mid-terms if people dislike the current double-sized version. I'll update CLA at that time as well, although obviously it won't include the graphics, and I may end up abandoning the diagonals if they're tricky to resize.
Expect some reasonably-readable 24x and 32x versions when everything's finished. I'll be using Hylian's BRh algorithm, which was well-received with DawnHack. Here's a little example of how well it works:(http://fc06.deviantart.net/fs71/f/2014/044/c/3/hrbexample_by_dragondeplatino-d76bij7.png)
You see, it's very hit-or-miss but it's incredibly faithful (resizing it back to 16x16 with some algorithms will give you the original image pixel-for-pixel) and gives tiles a nice painterly look. It also works well with my style of heavy-antialiasing and is reasonable at 24x with bicubic resizing.
I got some time today to play around with your new double-sized tiles:
FYI the kobold graphics has not been resized, it 's only 10x10.
The other thing, which comes down to personal taste is that I prefer the old ones with the smooth look to the new ones with the jagged lines. :( So I'll be using those for the time as default, and provide the alternatives to the user.
Maybe you have already see this, or maybe you can use this info to help with resizing in the future:
See personally I like the jaggy/pixelated look. Just keeps the ascii/console/terminal feel to it. But I'd be interested to see how you do it, I've yet to make it look good personally with some of my bigger sets, the over-smoothing has always looked awkward.
So I applied CLA's BG coloring system to your tiles, it looks nice.
[snip]
I only use this and CLA. Doesn't take too much from the game and it just looks awesome.
Hey there mate! I was wondering, I'm new to the game and, is there any way to install this on the lazy newb pack(The LNP version)? The only file that's missing is d_init.txt, but it is kind of important, so I'm just wondering what I'm doing wrong.
I love this tileset... very nice work Taffer! Great for folks used to roguelikes who are having a bit of trouble working with rectangular aspect tiles!
I played this game for many years, vanilla and with many different tilesets. In vanilla some things are just so hard to make out. In Pheobus and co. the font is totally messed up. CLA is damn ugly imo. Like you say your tileset is really the best balance. Thanks for sharing your work.
I was searching for a square tileset close to vanilla and rather small, and I found this one... Great job actually ! It is not so close to vanilla, but anyway, it it so smooth and beautiful and everything... I couldn't simply ignore it.
[snip]
Anyway, great job :D
[snip]
The only "bad" things are the beds and cabinets. I would have prefered the original θ and π (I'm not sure it's a pi though).
I had a hard time choosing between yours colors and vanilla's colors too. But I'm used to vanilla's, and it's easier for me to identify which stone is what at the first glance with vanilla's colors, so...
[snip]
How "close" it is depends on what definition you use. Almost every tile is the same unicode character as the default.Well, I'm a kind of purist. But yes, by "close" I meant "which matchs almost exactly the default tileset but in a square version".
Are these tiles an improvement? I fixed them up for you.The beds are a little odd. Although the first ones are more different than the originals, I prefer these. But for my own use, I'm gonna use these ones :
Ended up using the style of bed shown below. I think it's a good compromise, personally.
In the spirit of bringing things in line more with vanilla, I enabled the intro by default and set the colours to be the default. The alternate colours are still included.
I'm not sure that's a good idea; the previous colours are really good, it's really a pleasure to contemplate. As I said, the vanilla's colours are for those (like me) who absolutely want to stuck to vanilla, but I think most of people would prefer the previous colours (I can be wrong).
[snip]
I noticed that the init file defines the fullscreen dimensions as full-HD. Maybe it is better to change FULLSCREENX and FULLSCREENX to 0 (instead of 1920x1080) ? For resolutions which are not full-HD ?
Oh I had no idea that was you who emailed me haha, thought it was just some random guy. I like the new changes, very nice.
I expect to have the set otherwise updated very quickly following the next release.
the best I can do is hope he releases earlyNo comment. ;)
Files that change are the trees... all the trees.Quotethe best I can do is hope he releases earlyNo comment. ;)
http://www.bay12forums.com/smf/index.php?topic=138754.0
With that I can mix your tileset with the cla mock version I did and get a nice looking picture without the text issues:
- get nice, graphical barrels without making my screw pumps look weird
- have a graphical lever and better staircases again
- weapon/armour racks
- if possible, use the text tileset for wall and river tiles, and then figure out something that'll work for both tree trunks and minecart rails for the graphical set
- finally get nicer floors and stockpile icons (probably a darker floor + with the corners shaded for a nice pattern, and use four dots in a square formation for the stockpile)
- graphical potions/coins
- better "water level 1-7" tiles, so that turning that option on looks nice.
I thought about it a bit and assuming we have complete control over all tiles I think the easiest would be to organize tilesets like this
- one for text, UI (the frame borders), and ideally interface/status stuff on the map (cursor, W/D in the [D]epot access view, status icons like asleep/injured/insane)
- one for objects (the "main tileset"), on which you use the text tiles to have separate symbols for things like bins/u-d staircases and barrels/screw pumps
- one for all "wall derivatives": walls, engraved walls, tree trunks, minecart tracks; maybe floors, stockpiles, zones. I guess if there's enough space all the plant stuff might be added here as well.
- one for adv mode-, world- and quicktravel-maps
- secondary "main tilesets" when the first one isn't enough
You could add another tileset for workshops, but I always thought it's unnecessary to change them.
I'm a bit afraid the override format could make the init file really big and complex fast though, which would make it hard to maintain if you go all the way. But man am I looking forward to using my original stairs again without bins and the cursor looking like shit.
Does Taffer tileset works with DF 2014?
There's no reason why it shouldn't, since it's just ascii.
http://www.bay12forums.com/smf/index.php?topic=138754.0
With that I can mix your tileset with the cla mock version I did and get a nice looking picture without the text issues:
(http://puu.sh/9c3EM/e2fc62de62.png)
(http://puu.sh/9c3I8/cb719f7206.png)
Another update. I'm not going to inflate the version number if all I'm doing is a simple update to a new version. In this case I have a new version number because I have new tiles - the 1/4 and 1/2 tiles were adjusted by a little. Hopefully the trees look a little nicer now. I may update them again in the future.
While I'm looking forward with this mix with cla's, I'm gonna run your tileset a bit in my current fortress pure, to check out the changes. Keep up the good work Taffer.
Hm, how did you mix the tilesets like that? Since I'm pretty sure TwbT is included in the latest LNP, I'm interested in that mix. It looks really good.
Hello! I started using your tileset to get an understanding of what a good simple tileset feels like. I wanted to ask your permission if I could use similar tiles in my tileset. These tiles would be your sand/water/magma tiles, and my punctuation tiles will be heavily influenced by yours as well.
I thank you for your work. Your tileset is my favorite.
Nice I like it
Nice I like it
Thanks! I've been playing around with alternate dwarf soldier tiles, but I've never managed to get something I like, so it always stays.
(https://i.imgur.com/9otFbE0.png)
That's probably my 20th attempt in the past year or so.
I like the right one more but I like the weird ones.
playing around with [...] soldier tilesOh god, don't remind me. Probably the most fun and the most frustrating part of graphic sets for me.
I would love if you had an alternative download from dropbox or something, DFFD is broken as fuck for me all the time.
I would love if you had an alternative download from dropbox or something, DFFD is broken as fuck for me all the time.
Here's (https://github.com/nc-z/taffer) a mirror. I've never had any problems with DFFD, personally.
It's just straight up DNS blocked here or something, it will never load in chrome, it will load SOMETIMES in firefox.I've found of late that Norton Antivirus is blocking the dffd site for me in Chrome (although there is a continue anyway option).
Ok wait, where did you learn how to upscale things without them being fugly like I make them, is there a guide somewhere I missed? I had a horrible time trying to upscale parts of the walls from one of the 20x tilesets I like to work with the 24x I use, do you use photoshop or GIMP for it?If that's a question about Taffer's tileset, then the answer is that he uses hqx or similar algorithm, that allows to upscale pixelart, but work only on specific scale factors. So, you can upscale 10px tileset two times to 20px with hq2x, but if you want to make 16px out of 10, all you can to do here is to develop your own algorithm. For example, Rinick here (http://www.bay12forums.com/smf/index.php?topic=122400.0) presented a simple tool to downscale 18px tileset to 16px
Ok wait, where did you learn how to upscale things without them being fugly like I make them, is there a guide somewhere I missed? I had a horrible time trying to upscale parts of the walls from one of the 20x tilesets I like to work with the 24x I use, do you use photoshop or GIMP for it?
If that's a question about Taffer's tileset, then the answer is that he uses hqx or similar algorithm, that allows to upscale pixelart, but work only on specific scale factors.
Mostly looks like Krita is better suited for tablet/stylus type stuff I take it?
Ahhhh, see, that is probably the question I should ask, what makes a good pixel scaler, huh?
Thanks, there goes my intent to do something with my fort tonight...
Taffer, I wanted to say thank you for maintaining this. Two reasons:
1. It's still my favorite set. Period.
2. "Hey! Who's taffin' about, there! Come out!"
I warn you...my skills of detection are at their PEAK! hic!
What's up with the new military faces? What are they supposed to be? I liked the old ones better. still my favorite ASCII tileset though.I was never terribly fond of them, truthfully. The old military face was originally inspired by Cheepicus's set (http://dwarffortresswiki.org/index.php/File:Cheepicus_12x12.png). It didn't really bother me much until I revamped the soldier racial graphics. I posted this earlier:
I've been playing around with alternate dwarf soldier tiles, but I've never managed to get something I like, so it always stays.
(https://i.imgur.com/9otFbE0.png)
That's probably my 20th attempt in the past year or so.
That's fine, it's not that bad. What was wrong with the old tile?
I can be fickle about small things in my tileset.
The new one looks more like a strange mask. The old one was perfect. Ah well, if I really want it I can edit it myself.
Your tileset is still awesome though. Thank you very much for all the work you've done.
I kinda' like #6 from the left :D I'd give #8 a close second.
#7 here looks great, with #6 as my second. Why not make a poll?The new one looks more like a strange mask. The old one was perfect. Ah well, if I really want it I can edit it myself.
Your tileset is still awesome though. Thank you very much for all the work you've done.
I have been trying to fix this up.
Rejected (and current) dwarf soldier designs: (https://i.imgur.com/GiyxpNx.png)
Possible new dwarf designs: (https://i.imgur.com/xsJRHQU.png) Second from the left is a soldier tile.
At any rate, I'm in no rush. I'm not making any change to things for a while. I want to gather feedback on this before proceeding any further, as I'd rather end up at a solution that everybody thinks is an improvement.
The new one looks more like a strange mask. The old one was perfect. Ah well, if I really want it I can edit it myself.
Your tileset is still awesome though. Thank you very much for all the work you've done.
I have been trying to fix this up.
Rejected (and current) dwarf soldier designs: (https://i.imgur.com/GiyxpNx.png)
Possible new dwarf designs: (https://i.imgur.com/xsJRHQU.png) Second from the left is a soldier tile.
At any rate, I'm in no rush. I'm not making any change to things for a while. I want to gather feedback on this before proceeding any further, as I'd rather end up at a solution that everybody thinks is an improvement.
See it's funny because I did the opposite. I hated the previous one and I would edit it into one of my more weird ones.
I like 1/2 as the ones that currently stand now. I did not like 3. 4 is a bit cluttered, 5 looks kind of interesting. 6 Looks like a miner's face. 8 Looks like cyborg ninja from MGS, while 7 looks like a winged mix of that.
In the double tiers, 1 looks a little mishapen. I like the 2, but the top one seems too short like only a mask, and the bottom one looks 3d in an odd way. 3rd column 2nd one is cute. 4th column not a fan.
In your next set, same thing for column 1 again, not a fan of 2, 3 is interesting, 4 is also interesting.
#7 here looks great, with #6 as my second. Why not make a poll?
I just wanted to drop in and say this tileset is amazing!
I use this or CLA. After getting past it being ASCII I've never been able to go back to the image / icon tilesets.
Add to that the aweome colors, and this easily makes for my favorite pick.
I've played for a couple years, I've used many tilesets, congratulations on making the one I consider my favorite.
Thanks.
(https://i.imgur.com/zlLHxox.png)
(https://i.imgur.com/zlLHxox.png)
https://www.youtube.com/watch?v=C1UtsY0uZVk
(https://i.imgur.com/zlLHxox.png)
https://www.youtube.com/watch?v=C1UtsY0uZVk
Thanks for the laugh, and the criticism. Better?
(https://i.imgur.com/r2i3rda.png)
I'm not saying it's a bad thing, just the first thing that comes to mind. That one is a bit weird. It looks both cool, and funny at the same time depending on how you see the eyes. I can see the little white dot eyes and it looks kinda cool, but I can also see the black dots as the eyes and then it looks silly.
(https://i.imgur.com/DaxQZO6.png)
(https://i.imgur.com/DaxQZO6.png)
Now that is interesting. It looks like he's wearing a skull helm on his upper head and he has this sinister look in his eyes, especially the red guy.
What else would be the purpose of your thread if not to talk about your own work?
(https://i.imgur.com/DaxQZO6.png)
(https://i.imgur.com/DaxQZO6.png)About the colors, I totally forgot about tocky! I can't find the colour set anymore either, just really liked the way your colors look now but I recall they were a lot whiter / colder toned. Less soft red/brown, which my whole system is themed, so yea, I like what you did with them ^^
(I need to try some more of Vherid's great color sets see if there's something like tocky in there.. if I ever get tired of this lovely pack that is ;] )
Having too much fun making soldier tiles not to share more, and I'm overstaying my welcome in regards to feedback. Thank you Vherid, CowThing, HaterSkater, palu, Rogue Yun, and Ucarty! I'll make up my mind soon(ish).
A new challenger enters the ring!
(https://i.imgur.com/fxGOA5m.png)
Skyrim (http://www.uesp.net/wiki/File:DB-icon-armor-Bonemold_Helmet.png), meet Dwarf Fortress. You two should get along well.
(https://i.imgur.com/fxGOA5m.png)
Skyrim (http://www.uesp.net/wiki/File:DB-icon-armor-Bonemold_Helmet.png), meet Dwarf Fortress. You two should get along well.
(https://i.imgur.com/fxGOA5m.png)
Skyrim (http://www.uesp.net/wiki/File:DB-icon-armor-Bonemold_Helmet.png), meet Dwarf Fortress. You two should get along well.
(http://i58.tinypic.com/8zifis.png)
Hi
(https://i.imgur.com/fxGOA5m.png)
Skyrim (http://www.uesp.net/wiki/File:DB-icon-armor-Bonemold_Helmet.png), meet Dwarf Fortress. You two should get along well.
(http://i58.tinypic.com/8zifis.png)
Hi
Apparently you thought of this first. It's been a while since I played with your set (and I rarely bother with military lately), so I'd forgotten how your soldier tile looked. If I do end up using my tile I'll add your name to the credits, unless you'd rather not have me use it. Apologies!
(https://i.imgur.com/fxGOA5m.png)
Skyrim (http://www.uesp.net/wiki/File:DB-icon-armor-Bonemold_Helmet.png), meet Dwarf Fortress. You two should get along well.
(https://i.imgur.com/fxGOA5m.png)
Skyrim (http://www.uesp.net/wiki/File:DB-icon-armor-Bonemold_Helmet.png), meet Dwarf Fortress. You two should get along well.
(http://i58.tinypic.com/8zifis.png)
Hi
Apparently you thought of this first. It's been a while since I played with your set (and I rarely bother with military lately), so I'd forgotten how your soldier tile looked. If I do end up using my tile I'll add your name to the credits, unless you'd rather not have me use it. Apologies!
A new challenger enters the ring!
(https://i.imgur.com/fxGOA5m.png)
Looking good
I agree whole heartedly with what you did. It looks like it fits your tileset perfectly, so don't ask me why I felt possessed to try do the example that you see below, because I don't know... By no means is this supposed to be anything special or unique. It isn't a suggestion for anything I think you need to change because I think yours looks great. I just had a desire to see if I could design something similar to yours but with faces filled in instead of hollow. I came up with the following result.
(http://i.imgur.com/o4hcaUJ.png)
I know what it is like working in a small area. I imagine that searching for new and different perspectives and references to look at is no easy task . This is all that this is, just a new perspective that might help you either a.) Feel better about how good your art is in comparison to your peers :D and/or b.) Give you a different way to look at things. If you manage to find any positive thing you can take away from this, I offer it freely and in good will. I am very much an admirer.
*edited image host*
The "new sky" is visible in a screenshot belowThere was a problem in my tileset, that forced me to change SKY plainly to [0:0:0:0] — indeed, dark-grey-250 points help you to measure space easily, but there is a lot of situations in this game, when a tile one level below uses same colour. That means there is no way to tell, is this grey tile on a level below, or simply empty space.
It gives a much nicer "illusion of depth"
The "new sky" is visible in a screenshot belowThere was a problem in my tileset, that forced me to change SKY plainly to [0:0:0:0] — indeed, dark-grey-250 points help you to measure space easily, but there is a lot of situations in this game, when a tile one level below uses same colour. That means there is no way to tell, is this grey tile on a level below, or simply empty space.
It gives a much nicer "illusion of depth"
Oh, also, [HATERSKATER_SURELY_IS_A_CRITICASTER:TRUE]: Letters in Serif tilesets coloured differently: all letters except B, I and T have colour 253,253,253. And what is more important, 10 dwarves drawn with Sans died to reveal horrifying truth: 0 is O and caskets are pillars ;D
(http://i61.tinypic.com/2hrookz.png)
And. Good work! ;)
I like the changes you've made. I was a bit skeptical about how the designation tile would look with a border. But it actually looks very nice, it's subtle enough that it's not distracting, and still useful. (I think I'll try a similar border in my tileset.)
Also the new picture in the opening post looks good.
I hate to be "that guy" but.....
Will this work with 0.40.23?
EDIT: Yep!
Art Deco Tileset
So this is basically all the vanilla ASCII symbols but redrawn? I'm going to give it a sure shot. I really love the vanilla ASCII but sometimes, especially when playing for a longer time it's a bit stressful for the eyes, but this looks like it might help!
Still using this. Simply the best for me. Really easy on the eyes. Great font. Great details.
Just letting you know your work is still being enjoyed.
Another pointless post here just to say that I too love this set. Playing in 20x20 with the 'taffer' colour scheme as others are too dark for my monitor (or perhaps my old eyes).
Kept it as my default (with vanilla colours) while trying the new gemset Dorfs recently which was fun.
Thank you for everything you've put into this. This is a beautiful tileset.
What happened to old hi-res version of the tileset? Last time I used it, it was smooth, now it is pixeleted.
http://www.bay12forums.com/smf/index.php?topic=107924.msg5004063#msg5004063
Lastly, I'm going to drop support for the smoothly scaled double-sized variants. I tried out a game with them and too many things bothered me. I'll still support double-sized versions, scaled as Vherid suggested several few pages back. This will also make my life much easier.
Will this work as it is in 42.01?
I assume the couple of graphics included won't clash with any new stuff in the raws, will it?
I mean, give me a couple of hours and I'll have tried it out anyhow, but doesn't hurt to put Taffer back on the front page... ;)
For posterity's sake in case you're waiting impatiently on a new version, simply delete init.txt and d_init.txt in my archive, then change the tileset references to taffer.png in the new version's init.txt. If you want the nicer sky from d_init.txt back, replace the SKY line with [SKY:250:0:0:1]. This is only necessary if those files have changed in the new version (or if you're uncertain if they have been). If you're comfortable on the command line, Windows provides the 'fc' command to compare files for differences.
Don't use the alternate interface.txt (the keybindings) in a new version unless you've confirmed that interface.txt hasn't changed (via fc, diff, or otherwise).
If the changelog mentions significant changes to the graphics or colors (unlikely), or new/changed jobs for the graphics files (possible), more work will be required. If it's the latter, just disable graphics and you'll be fine.
Will this work as it is in 42.01?
I assume the couple of graphics included won't clash with any new stuff in the raws, will it?
I mean, give me a couple of hours and I'll have tried it out anyhow, but doesn't hurt to put Taffer back on the front page... ;)
Works for me.
Taffer wrote some helpful steps that you may find useful.
Looking forward to the updated graphics!
Yeah, I always update init manually and copy over each file separately. I like to know what I'm doing to my folders. :)
I assume the couple of graphics included won't clash with any new stuff in the raws, will it?
Updated for the new release. I have not done any actual playing, but the error log isn't showing any problems and my new keybindings work as they did before, as do the graphics. If I screwed up somehow kindly let me know, as I likely won't be devoting much time to playing this release. It's definitely a buggy one: I'm CTDing often, which doesn't inspire confidence when I'm trying to test my release. I'm 99% certain that the CTDs aren't my fault, as they happen consistently with or without my pack.
I haven't updated the graphics files yet. Fortunately graphics can still be used with only a few visual repercussions. Will fix this within the next few days. I've already fixed the Dwarf graphics raw on my computer, but I'll need to take a closer look at the others now that multi-racial forts are a thing.Will this work as it is in 42.01?
I assume the couple of graphics included won't clash with any new stuff in the raws, will it?
I mean, give me a couple of hours and I'll have tried it out anyhow, but doesn't hurt to put Taffer back on the front page... ;)
Thank you kindly for the bump, in any case. Enjoy the tavern release!Works for me.
Please download the new version and use that instead! My d_init.txt file was outdated, and your game is likely subtly broken if you didn't delete the old d_init.txt. The keybindings should also be avoided with the older version.Taffer wrote some helpful steps that you may find useful.
Thank you for responding with that quote!
I edited the inits myself, but thanks. Also, what are your key bindings?
Great!
Best tileset ever :)
Why is blood brown in your color scheme? Is there any way I can change it back to red?
Might I recommend changing the download link to https://github.com/nc-z/taffer/raw/master/taffer.zip ? It's quicker and less complicated to download that way.
EDIT: The default graphics show up when I install the tileset and turn on graphics. You should be able to fix that by putting a blank graphics_example.txt in your raw/graphics to overwrite it
I also made the drastic change depicted below, but there's no way I'm going to make it the default.
(https://i.imgur.com/cokTcTv.png)
In the one-shots folder is this "dwarf letters" variant. I haven't seen this idea come up before, which surprises me. I've grown to quite like it in the several hours I've spent with it, but I'm aware it's a controversial change so it's in the one-shots folder. Be sure to turn off graphics if you use this, for obvious reasons. Rationale follows:
The only reason I made racial graphics to begin with was the visual disparity between dwarves, humans, elves, goblins, and kobolds. Despite the focus on dwarves, Tarn and Zach have always maintained that the game is/will be a "fantasy world generator", not just a "dwarf game". I've always liked the other DF races as much as the dwarves, and the visual disparity bothered me. The racial graphics are an imperfect idea due to vanilla bugs and my oddly limited choice of race. (Why kobolds and not gremlins? Trolls? Animal people?) TWBT is an option, but I often play without DFHack and I can only do so much with 10x10 to differentiate races anyways. This is my offered alternate solution, and I rather like it.
As always, comments and criticism are welcome. Screenshots are especially welcome, but I rarely get those.
I like the idea of the dwarf letters, that's why I made the racial graphics resemble the letters (so big U shaped humans, little e with ears for elves, a g overlapped with a mirrored one for goblins) but some of them are really hard to do this way.
I come back here after some months, and I still find the new evolutions of your tileset rather appealing.
In the beginning I was dubious seeing this picture. But your explanation of why you did represent dwarves by "d" is actually very convincing. I never thought of the races that way, and I must admit that this double ledged "d" is in fact great to look at (particularly in the second iteration).
Although I do not post here often, let me tell you that each time I re-enter one of my "Dwarf Fortress periods", the first thing I do after having downloaded the game is to update it with your tileset. Well I must say that last time I lengthily hesitated with AutoReiv's tileset, but I found it too squared. Maybe I'll give it a try in the future.
...
Here you got one. In a cavern, a bunch of unarmed dwarves are punching a giant olm (the blue exclamation point) as hard as they can. The poor beast is undergoing a permanent unconscious state, even if the dwarves barely scratch it. In the meantime I am trying to seal a part the the cavern, but of course the olm keeps scarying dwarves who come build the wall, allowing more dangerous creatures to wander around...
...
However I dislike the new brown, it is too close of a green-gray in my opinion. For example look at this designation (old versus new) :
...
I really love your tileset and have been using it for quite a while. But I recently got a new laptop which has a higher pixel density so 10x10 tileset are just barely too small. I found a few nice 12x12 ones, but one thing I miss are the racial icons and I can't seem to find any for 12x12. So if you have the time and willpower to help out a happy user of your tileset, I'd be very exited to have your icons on a 12x12 set. I'm not asking for the whole tileset (that would be too much, just the few for different races. Thank you for being an awesome contributor <3
(http://i68.tinypic.com/25z5or8.png)
Are the keybinds/inits properly updated for 42.03? I know there are a few changes.
Thank you kindly. You're welcome.
(https://i.imgur.com/4xV0BaA.png)
(https://i.imgur.com/5Czj7pT.png)
(https://i.imgur.com/zhQLLI2.png)
(https://i.imgur.com/VE4ZeEp.png)
(https://i.imgur.com/LfOzB9u.png)
Hopefully these are serviceable. Change [TILE_DIM:10:10] to [TILE_DIM:12:12] in all of the graphics raws.
(http://i68.tinypic.com/25z5or8.png)
I forgot to ask: do you use any mods, or install things into a save that was using graphical raws? From memory, I never see walls with those letters in the vanilla game (eg å, ä), yet I consistently see screenshots of my tilesets that look like that. The only way I've been able to reproduce it is to take a Phoebus saved game (or some other full graphics mod) and install Taffer over top of it.
EDIT: Well indeed after checking the wiki there is definitively something wrong. Orthoclase should be "%" and gneiss "=". I will try to investigate on this.
Do not install this over other graphic sets.
If there's interest in having me clean this variant up more, speak up.
Still can't bring myself to change from it even though it would help fps on this bad laptop.
Theres CLA but that doesn't have the dwarfs and uses solid backgrounds on terrain, I like the objects on that for beds and etc.
If you do a dwarf with a beard and a helmet for military I might be willing to try the newer 10 size ones, do prefer 20 though.
Wouldn't mind seeing the steps you do to get the tilesets where they have to be for releasing them.
Your new ramp arrows are nice. I love the look of the eyeballs, especially since they also suit the context of eggs, sea foam, bowls, etc perfectly (248).
I would say that I prefer the (newer?) brighter water and mountains and the (older?) withered plants/tendrils (169,170). I'm more fond of the traditional reed/splint/bamboo tile over the "||" one.
Overall, your aethestic sense is present in your original and new ideas - the clarity, the special "d" characters, and so forth. Awesome stuff.
Love the tendrils and lobster, I dig the ramps and arrows too.
...
I also love the dwarf tiles and that they have the dot for soldiers, I did that with my goblin graphical tiles.
The water tile (sand/snow tile to me, I use the depth markers) looks nice but I like putting a translucent layer behind ground tiles and can handle the faint backgrounds that show up in text when done like that.
Hope you don't mind but I think the next time I get a bug to upscale/desquare a set I'mma grab yours as it is one of the big ones I'm missing.
Yeah, when I rescale I like to offer the versions with and without the backgrounds for those who like them. Gotten a good hang of using the GIMP tools to do this now, the one I posted was the curses_640x300 originally.Love the tendrils and lobster, I dig the ramps and arrows too.
...
I also love the dwarf tiles and that they have the dot for soldiers, I did that with my goblin graphical tiles.
Thank you kindly for the feedback!The water tile (sand/snow tile to me, I use the depth markers) looks nice but I like putting a translucent layer behind ground tiles and can handle the faint backgrounds that show up in text when done like that.
I'll leave tricks like that to other tilesets. Personally, I like the purity of not having backgrounds anywhere.
Oh for sure I always try to keep the original artist name in the set, since yours is 16x16 I'll probably do Taffer32x48.png or something with a regular 32x32 cleaned up one as well. I do my part to clean them back up but the original art and style it provides is always artist work well appreciated by me.Hope you don't mind but I think the next time I get a bug to upscale/desquare a set I'mma grab yours as it is one of the big ones I'm missing.
I don't mind at all. I'd appreciate a name in the credits for that tileset. Cheers!
I have to agree that I prefer the weird f over the || for plants. the || is just too jarring.
I also personally prefer the diagonal lined walls over the circle filled ones.
That tree with the hanging vegetation is interesting but I'm not a fan of the fat hill shaped things at all.
The tendril/eye shaped things are neat, and they're not bad, but I'd personally not use them. I like the more symmetrical clean ascii and I think that's what stays more in line with the tileset as a whole.
The lobster, rope, "r" thing, are all nice changes though, as are the ramps.
As far as the shading thing goes in terms of making the features darker, I'm not really sure either way, doesn't seem to make a big enough difference for it to matter one way or another.
Well, every time I tried to smooth the edges it came out looking like crap compared to how it was originally, so I am extra impressed at how well your overall aesthetic works even at larger scales.
To the mod maker: Thank you so much! This just made playing DF much easier on my eyes and less depressing for me.
Thank you so much for updating this to 42.06. I just can't seem to play DF without you! :D :D :D
I'm all for differentiating the weight tile by making it more square. Looks good.
I think a major advantage of the lines you deleted from the cloth/pit tiles is that it's easier to distinguish from 'a' and 'o' at a glance.
I'm not sure if that's necessary in the case of DF, but maybe making the graphics even smaller instead would help nonetheless.
About the scroll/paper tile, why not use the same tile as cloth? rolled up paper, rolled up cloth, and a scroll all look identical if we consider the pixel dimensions we're working with. I always thought the a looked perfect for that. Alternatively, '~' also kind of looks like a piece of cloth/paper.
I'm not a too big fan of the "willow" tile having two "hanging branches" - as varying line width and the resulting inconsistency is probably the thing that annoys me the most in my own tileset, and considering that it's the only tile in your tileset that uses a 1-pixel line in that way it seems like a choice for the worse.
And with the weight symbol being more square, it seems unnecessary for the sake of easy distinguishing.
By the way, posting gifs directly showing the difference makes posting feedback a real breeze.
Also, your other recent changes look great.
I do not believe 166 is ever used for goblin sites.
166 - ª - Goblin settlements on world map.
The tendril/eye shaped things are neat, and they're not bad, but I'd personally not use them. I like the more symmetrical clean ascii and I think that's what stays more in line with the tileset as a whole.
I think a major advantage of the lines you deleted from the cloth/pit tiles is that it's easier to distinguish from 'a' and 'o' at a glance.
I'm not sure if that's necessary in the case of DF, but maybe making the graphics even smaller instead would help nonetheless.
...
I'm not a too big fan of the "willow" tile having two "hanging branches" - as varying line width and the resulting inconsistency is probably the thing that annoys me the most in my own tileset, and considering that it's the only tile in your tileset that uses a 1-pixel line in that way it seems like a choice for the worse.
I like the kerning, still love the dorfletters, and I know that feel on reducing size being troublesome. I just finally got my 32x48 I was happy with reduced to a 24x36 I'm happy with, still tinkering with the 16x24 version for the missus to use on her chromebook, though she thinks it looks great it still looks fuzzy to me. I can't imagine trying to work at 8x8 without going insane.
God kerning is a such a insanity causing rabbit hole at times.
Hard to comment on the kerning without seeing a wall of text comparison.
Regarding the remaining shaded tiles:
Especially the heart and diamond don't benefit from being shaded, and only the clubs and spades symbol look a bit more like real trees with shading. Still, they don't really become worse without shading, and your consistency benefits from it.
So I'd say go for it.
I appreciate the work on the kerning issue a lot. I've returned to DF after a few years and this tileset is the best of all the ones I've tried by far. By the way making a tool to automate the creation of all the variations shouldn't be too tough if you'd like some help with that.
INTRODUCTION
Attractive Dwarf Fortress graphics that retain the style of the vanilla game, avoid graphical oddities, and don't require--yet support--third party addons. Almost every tile has been redrawn without changing its meaning.
What kind of graphical oddities does this graphics pack avoid, and how does it avoid them?
Max™, are you saying that Taffer has tilesets other than this one?
I know this is a weird question, but is there a TTF font that's very similar to this one? I've only been able to see like bitmap fonts and any attempts to use those font finder things where you upload a picture and identify all the letters came up with zilch...
Wow, that Topaz-8 looks pretty close. If you want something that's exactly like Taffer pixel-for-pixel, you could make your own. There are downloadable apps that will let you make fonts. There's also an online one that looks pretty simple. http://www.pentacom.jp/pentacom/bitfontmaker2/
Looking Good
I prefer the regular reading letters, this one is painful and artsy (its the painful thing that's a 'con', artsy being a 'pro'). I don't even know what half the letters are supposed to be its like "is it a G or an O? or is a it a 0? No, must be a.. agh, why's it so hard!".
I'm surprised you were able to make a blackletter font look so nice at such a small point size.
Here's a side-by-side of Taffer Berlin 10x10 and Lucida Blackletter 10x10 (both with Taffer colors).
Although the anti-aliased font looks a bit less pixely, the crisp 1-bit font handles scaling much better (as seen in the spoiler below).
After scaling, Taffer Berlin still looks pretty good while Lucida Blackletter is pretty blurry.
By the way, your "S" looks a lot like a "G". I guess there will be over 60 images to choose from in your pack now?
Is it okay to include your tileset in Lazy Newb Packs?
I think Taffer Berlin is stunning. You have made the impossible possible. I for one don't care that the S and G look similar.
The Greek letters need some love. Especially the "pi" or whatever letter is supposed to represent cabinets in game. I'm not sure that anything like Fraktur or other blackletter traditions exist for Greek printing. You do find a font like Fraktur used for Cyrillic, which has some of the same letters as Greek, such as uppercase pi:
Thanks for the post, in any case! I'm well aware that the new font might not be for everyone, but I wanted to give it a try anyways. I might clear the centre of the letter "O" so that I can put the diagonal bar in the number "0", to make it more clear which is which.
By the way, your "S" looks a lot like a "G". I guess there will be over 60 images to choose from in your pack now?The "S" and "G" are particularly egregious, you're right: I might redraw the "S". Thank you for the critique.
I would cut a row of pixels off the upright of the d for the dorfletters, and uh... with the little .: shape as it is, it kinda looks like a flaccid cock-n-balls for the soldier dorfletter.
Naturally I'm no artist, just tried to make it a little clearer that it's a "dw" and not a dong, and played with the S a little.
That's just how some (only German? I don't know) blackletter fonts were. I think it looks good and I think it would do the style of the font a disservice to modify it for the sake of readability for people that are unfamiliar with it.
Regardless, there are other blackletter fonts that have a more distinguishable 'S'.
Please don't do that, take one final look at this boys...
My fortress was too young and my dwarves don't have any military knowledge. The evil necromancer Song ExolngÖ brings an army of undead goblins and we were struck down easily (he gets upsed when the dwarves are represented by letters)
All my dwarves died proud to be a "d" and not a bunch of smiley faces.
i love Fraktur. in germany it has a rather dark past, but it's a beautiful font nonetheless.
What might fit also is a Textura Quadrata from the 14th or 15th century.
can you create one on the nonsquare sheet though? otherwise it's unusable for non-widescreens.
Are the dwarf letters real text symbols, or did you make them up? They look like real text characters, so I thought they must be some kind of paragraph symbol or currency symbol, but I haven't been able to find anything else like it on Wikipedia or Google.
Some results from a recent survey:
...
So Taffer users are cooler than average, no surprise there. :PI'm guessing this is a reference to the Operating System question showing that Taffer users are over twice as likely to be using Mac or Linux. This might be related to the fact that Taffer is bundled with Mac and Linux versions of the Lazy Newb Pack. That probably gets it some additional exposure with those users.
Thank you very much for the data. I like data. How many Taffer users responded?
I don't like to nitpick - but the not-quite-black background really drives me a bit nuts. How can I make it black?
for me the use of nonsquare fonts with a square graphicstileset is one of the major reasons to use TWBT.Yeah, but you'll get nasty resizing artifacts. In either case, enlarging the shorter side is better than shortening the big side.
could i just resize a font in Photoshop by resizing the .png?
That's why I swear by translucent ground tiles.
I mean translucent backgrounds (a layer of white with between 25 and 50 percent opacity usually) to those tiles used on the ground/map stuff, it would be nice if you could still get the pure black background for ,.'` in text, but I can handle a bit of shading around them in exchange for pretty green quilts of varied grass and whatnot, and it makes things laying on the ground stand out really clearly.
I think the oval is more easy to identify but you're right a bigger circle will work too
Yeah the translucent backgrounds are awesome but i don't know how it will look on a small 10x10 tileset like taffer(http://i.imgur.com/DsTtLpq.png)
(My screen is too small and i can't use the 20x20 variant :-\)I guess it wouldn't have to be an oval to be distinguished from the ground – maybe making the circle graphic bigger would fix the problem too.
I think the oval is more easy to identify but you're right a bigger circle will work too
Just did the general ground tile tricks I do with the black so the inverted engraved tiles are grey instead of blinding white and the white for the ground tiles so they show up as a slightly faded background around the relevant tiles, some of the furniture too just because they blend in nicer I think..Thanks for the example and explanation of your tile-shading tricks.
The white parts might be a little too opaque, as I did it all on one layer as a test really.
Maybe this is a dumb idea, but here's some examples of what Taffer 20x20 would look like with Taffer 10x10 as its TWBT font (with space added to turn it into Taffer 10x20).
I stop using this tileset because the rocks are really hard to see...
Maybe i am the only one who bother this stones so i'm not going to ask for a bigger tile.
I made this little comic btw :PSpoiler (click to show/hide)
Well, not so much suggestion as it is just to say shaded backgrounds can look neat.
A different stone icon would be nice though, it can indeed get lost in the noise as it currently stands. I always liked the idea of something square/cubic as even in mining do dwarves carve out neat shapes.
Will we see a fix for the known graphical issues? I absolutely love this tileset otherwise. Thanks Taffer. Also, the sparring notification is pretty hard to see.
Well, not so much suggestion as it is just to say shaded backgrounds can look neat.
A different stone icon would be nice though, it can indeed get lost in the noise as it currently stands. I always liked the idea of something square/cubic as even in mining do dwarves carve out neat shapes.
I like a square rock block as well, but because it's used by the moon I'll probably err on the side of roundness.Will we see a fix for the known graphical issues? I absolutely love this tileset otherwise. Thanks Taffer. Also, the sparring notification is pretty hard to see.
Thank you kindly! When you say that the sparring notification is hard to see, do you mean the default colour scheme? (Taffer) There's four in the download, or five if you count the vanilla colours. I'll take a look at it.
The known graphical issues aren't fixable by me. They're source code issues, not issues with my set. If they bother you, edit init.txt (https://raw.githubusercontent.com/nc-z/taffer/master/data/init/init.txt) and set [GRAPHICS:YES] to [GRAPHICS:NO]. This will remove both racial graphics and the bugs accompanying them.
With that being said, there's another way. Dwarves are the only ones special enough for a unique icon. This is consistent with the name and current focus but--in my opinion--inconsistent with the game's stated future direction. Rather than add graphics for non-dwarves, you can remove graphics from dwarves. My set includes a "dwarf letters (https://raw.githubusercontent.com/nc-z/taffer/master/taffer/tilesets/dwarf_letters.png)" set.
If you see a graphical bug that I haven't documented in known_issues.txt (https://raw.githubusercontent.com/nc-z/taffer/master/taffer/known_issues.txt), kindly let me know as it might be my fault and I can fix it. Feedback is rare and I make mistakes.
The color scheme is fucking fantastic.
Do you really just make a little edit on the comma to solve the small and hard to see rock tile problem?
I was expecting something else Mr Taffer :(
The new update on the tileset is awesome by the way
Also, the sparring notification is pretty hard to see.
Another one:Spoiler (click to show/hide)
Does this meet with everybody's approval?I never thought the boulders were hard to distinguish in the first place, but this does make them even easier to see.
Also, some tiles that I've been using myself but I know people dislike: (http://i.imgur.com/5Eb0oUI.gif)I'm thinking that while I like that kind of shading in general (http://www.bay12forums.com/smf/index.php?topic=144270.msg5699703#msg5699703), the differently sized circles make it look too cartoony, and not tidy and regular enough and that it clashes a bit with the style of your tileset.I've never really liked my current shading, but haven't ever come up with anything to replace it.Spoiler (click to show/hide)
Another one:Spoiler (click to show/hide)
I'm not proposing them. Hopefully somebody finds them useful.
I never thought the boulders were hard to distinguish in the first place, but this does make them even easier to see.
Did you check how they look next to Cut Gems (i.e. whether the new boulders symbol is easy to distinguish from tile #004)?
This looks interesting. I think something like this might be a good way to do it. I'm not sure if that thinnest one makes complete sense when used as glacier tiles on the map, though.
I'm thinking that while I like that kind of shading in general (http://www.bay12forums.com/smf/index.php?topic=144270.msg5699703#msg5699703), the differently sized circles make it look too cartoony, and not tidy and regular enough and that it clashes a bit with the style of your tileset.
Woah thanks!
I just made this crappy comic for you:Spoiler (click to show/hide)
Oh boy a lot of changes.
The new colorscheme is nice, and throwing a little extra style on the commas and such is also better, makes them fit more in line with the rest of the set.
The bigger stones as you have them, I'm not so sure about those. They're definitely more nicely visible but I don't know if they really fit with the set.
I really like those textured walls
The new color scheme is the only thing I hate. It's borderline depressing! I'm not kidding. Good grief the default pack looks like depressing film about stocks and Hitler and SS atrocities.
Even the new alternete "original" taffer color.txt is depressing. I'm sorry but I strongly prefer the v30's vibrant color scheme, already put that "old" color.txt back and I'm feeling much better.
Not sure why it's necessary to bring Nazism into your criticism, but I'm sorry that you dislike the new colours. Glad that you like the new changes otherwise.
I find Pastel Psygnosia to be cheerful, personally: everything may be desaturated, but it's pastel coloured. It reminds me of children's chalk drawings. The greys are quite dark by design, to contrast with the pastels: digging is dangerous, but the surface still looks nice and cheerful. I probably won't touch this colour scheme at all, I like it too much as it is.
I'm not really sure what to do about the "Taffer" colours at this point. Chase made a valid point that revealed a deeper problem with the set: it was difficult to differentiate red from light red, blue from light blue, etc. The grey's were far too light for the places Toady uses them, as well. I made the greys slightly darker to help with contrast. While this did end up making everything look a bit darker, things also got easier to see. Light grey in particular had a tinge of green that it probably shouldn't have.
I did darken many colours, but not dramatically so. I tried to bring things more in line with vanilla--which is much darker than what I have for most colours--but when I find time I'll go back and redo this colour scheme again. I'll probably use the v30's colours for everything except for the greys, but make the dark colours only one shade darker. Readability in some areas will still suffer, but it should still end up better than it was and it will be closer to what you prefer than what I currently have.
Thank you for the critique!
A strange mood struck me while reading the Brothers Karamazov. Previewing Taffer Moscow:
(https://i.sli.mg/2R476l.png)
It's the English alphabet with the veneer of faux-Cyrillic. Originating font is here (http://opengameart.org/content/new-original-grafx2-font-collection). If you know Cyrillic then try not to let г (here as F, not G) or Я (here as R, not Ya) bother you. Д (D) is probably incorrect for Russian, but it works for English. Of course, I had to replace $ with ₽. Most of the code-page has been brought in line with the aesthetic, including the walls. I'll use bearded dwarves for the standard versions because I know some prefer it and because Russia and beards seem to go together.
This is the tileset I'm most proud of, even if it's an odd one. I probably did a better job here than on the blackletter variants. Dedicated to Vherid (http://imgur.com/a/uEyC1#11).
Aside from general polish and the wall/dwarf variants, I still need to improve my blackletter tilesets and create a new CLA tileset. Motivation is still low and life is still busy.
I've always liked the idea of Cyrillic DF. Though I am a huge slavaboo, it gives fittingly brutal look for the game.
That was probably the most I messed around with the idea, trying to match up as many characters as close to the latin alphabet as possible instead of using the weird romanized similar shape idea. Though obviously there's a few issues, it was sort of neat.
I'm usually very much against the faux-Cyrillic in pretty much all instances, but here, I think it's used just sparingly enough that I don't really have a problem with the idea.
I also usually am very much against the idea of letters that all seem to be sort of different styles with each other, for example your uppercase is a lot more rigid where the lowercase has more flow.
However, this is actually the first time I've actually seen that work. It looks like it's own fitting style, and kind of gives DF it's own little flavor that actually works.
This is also nice because as much as I like black letter typesets, I think your black letter is probably a bit too much for the size it's rendered at. This however is a nice medium between that and your more regular tilesets. There are some things that might still be out of style with the rest of the set, but it's mostly pretty good. I like the Д dwarves.
The only issue I really see so far, is that, I can stretch the idea that г is an F, but when the lowercase R is the same exact thing just about, it leads me to reading the capital г as an R more likely. I think what you could do instead is, make both the R's: г, and then maybe do the Я in place of Y's. But I know you're trying to keep it latin with faux-Cyrillic which that would go against. I do like the г shape though. You could potentially move the г and replace the S with it, making it more of a super traditional black letter S. Though, it's only for lowercase.
You could start making it semi-Cyrillic and as I said earlier with the Я going to Y it sort of fits well enough to work, and г going to R for style, Ф could go to F instead. I don't know. Just some ideas to play around with. I think you could definitely go for the Бб B replacement, that's straightforward enough if you want more.
I think I'm gonna toy around with the idea of making a colorscheme specifically for this set though, I'll see if I come up with anything.
Hey Taffer, i'm using your default color scheme. All well except vomit is blue. Shouldn't it be greenish, yellowish? Should i try another of the schemes?
I noticed in the credits section of the OP that you don't mention Dawnbringer. Do you know where his color palette came from?
And yeah...feel free to use this palette.
Hey Taffer, i'm using your default color scheme. All well except vomit is blue. Shouldn't it be greenish, yellowish? Should i try another of the schemes?
Soyuz
(http://i.imgur.com/SlPYvb9.png)Spoiler (click to show/hide)
SoyuzThat's seems pretty bright for black.
[BLACK_R:49]
[BLACK_G:21]
[BLACK_B:0]
That's seems pretty bright for black.
A darker black would contrast better, but maybe I just don't understand.Spoiler (click to show/hide)
Might I please include the colour scheme in the next release, with credit?
Tafferanon was Taffer? Than who was phone?
You'll be back, one of us, one of us, one of us!
...and rumor has it Taffer has been spotted lurking around. I set some traps so I could have my very own pet taffykun but I had no luck yet
Ok wait, where did you learn how to upscale things without them being fugly like I make them, is there a guide somewhere I missed? I had a horrible time trying to upscale parts of the walls from one of the 20x tilesets I like to work with the 24x I use, do you use photoshop or GIMP for it?
Ahhhh, see, that is probably the question I should ask, what makes a good pixel scaler, huh?
Date Registered: February 29, 2012, 19:05:32
Date Registered: September 15, 2014, 22:15:44
Blitzing through updates. Now up to 4.1. After a few minutes playing and some thinking, I adjusted the floor tile in all tilesets--except the Moscow sets, which didn't need it--for better visibility and differentation while playing. I also made a very minor adjustment to light grey in the Pastel colour scheme in the interest of increasing clarity between dark grey and light grey.
My modified preview image should clarify the floor change: the thinner floor is the new floor. (Actually old floor, this is really just reverting new work).
(http://i.imgur.com/9gfXhH2.gif)
After some thought I think that it looks nicer this way. The floor shouldn't stand out: everything on it should.
I like this a lot. Good change.
I was using taffykun as a sign of affection not the diminutive form, and the new floors are better, though I just noticed the 4.0 dwarf soldier alternatives, the last one has a space invader eating their head, poor little thing must be hungry for brains and not know a dorf mostly uses their head as a mounting point for the beard plus stray ammo storage.
I like them because you keep the /dfg/ variant soldier/beards in there, which, like I said, it's just such a cozy looking set, but yeah... the space invader hat was an interesting twist.
Wow, the Klingon homeworld. I thought the next stop on your tour would be another one of Earth's capital cities.
From the tileset it looks like they're all good changes (not sure on the male/female symbol though), but without seeing how it looks in game -- and I don't mean a quick glance, but a long, actual playing session --it's hard to pass a final judgement. The exclamation mark, for example might now be harder to discern from other symbols similar to a vertical line. It might be useful to discern the greek letters more readily from latin letters. Or it may not make any practical difference. I think at this point in your tileset evolution, you're always walking on a razor's edge between beauty, consistency and usability; and it's hard to see when you're straying too far from a good compromise. In either case, it's obvious that the changes don't make it massively worse, so most likely they're all good.
On an only tangentially related note, the general ambition to strip down and reduce differences of single tiles from vanilla and concentrate on overall stylistic changes and consistency is, I believe, a good sign of maturity in a tileset - one which CLA is clearly lacking. At the moment I feel like CLA should be a lot more ASCII-like. Basically Haowan with some opaque tiles and minor changes. But oh well, busy life and all that.
Just from this screenshot I like that the thicker water contrasts a little more against the land and make it easier to see where the border between the two is. It might be just the quotation grass tile (") that the thin water blends in with, though.
A sample world gen comparing these iterations:Spoiler (click to show/hide)
It's a tougher choice here. The thinner water definitely looks better with the main landmass, but the thicker water looks against the islands and landmass in the topleft. While on my phone, I was thinking the thicker water looked a bit better overall, but from my laptop now, I think the thiner water looks better overall.
Just from this screenshot I like that the thicker water contrasts a little more against the land and make it easier to see where the border between the two is. It might be just the quotation grass tile (") that the thin water blends in with, though.
Yeah, with the added blackspace it looks more wave-y and distinct.
It's a tougher choice here. The thinner water definitely looks better with the main landmass, but the thicker water looks against the islands and landmass in the topleft. While on my phone, I was thinking the thicker water looked a bit better overall, but from my laptop now, I think the thiner water looks better overall.
I second Jecowa's sentiment. go thinner.
Thank you kindly for the input, everyone. I'll go with the thin version.
QuoteThe three colour schemes I kept for future experimentation were Another Natural Colour Scheme (far less bright, but that can be a good thing), AngleWyrm's Colourset (needs the greens to be more distinct) and Dawnbringer by Taffer (I'm a bit bothered by the off-black). There were a few which made my head hurt, and another half a dozen I noted down for an honourable mention. And several which were good but had a shockingly bad bit (bright orange for brown sticks in mind) which made them unusable for me.
Thank you for the thumbs up for Dawnbringer, although I only assembled two of DawnBringer's palettes. I've darkened black in three colour schemes for you--Pastel, Taffer, and Dawnbringer--but not to pure black. It'll be in my next release. If you have any other criticisms about any colour schemes that I distribute please consider sharing. I've removed RawberryCough's Rawberry scheme from my next release under the assumption that it's the "bright orange for brown" that you mentioned.
the black was so unblack=off putting for me.
I like the thinned up tiles, though the fat cabinets still have a home-y comfy feel, the new ones are much more inline with the rest of the set. The added spacing on the dw soldier tile is also nice.
Also i made this minicomic based on your new front page :PSpoiler (click to show/hide)
C'mon jecowa stop being so serious and enjoy the joke!
--
Also i always wanted to know. Your avatar is a dog or a cow? :)Spoiler (click to show/hide)
Hello Taffer
--
I just want to ask you why do you choose the 10x10 size for your tileset instead of 12x12 or 16x16?
Thank you Tocky (http://dwarffortresswiki.org/index.php/File:Tocky_square_10x10.png) for the inspiration (http://dwarffortresswiki.org/index.php/File:Df_tock10_1.PNG) and colour scheme.
Also i made this minicomic based on your new front page :PSpoiler (click to show/hide)
I've been loving this for probably more than six months of use. The one issue I have with it is the text files. The vanilla dwarf fortress text files use a lot white space making it easy to find the option settings you are looking for. Your text files have no white space i.e. no separation of lines of text. This is even worse if you don't have text wrapping on, as it puts all of the text out of your view. I hope you understand what I am saying. Here is a picture to help:It is a minor thing, but I would appreciate it if this got eventually fixed. I haven't been able to find any mention of it, so I thought I would say something. Thanks for your hard work making my life more enjoyable.Spoiler (click to show/hide)
I dunno. Having a hole in the middle seems a lot more traditional columny, but I think I like the big solid one a bit more. This is just for solid walls, right?
The next release will fix the alignment of the î character for the Moscow and Blackletter fonts, but I'm also deviating slightly from vanilla to add a pillar tile on tile 255.
(http://i.imgur.com/8uOLPV9.gif)
(http://i.imgur.com/dmSjUug.png)
Moscow's walls:
(http://i.imgur.com/VyRmuLO.png)
(http://i.imgur.com/3Wpwf8e.png)
This little guy has been feeling left out recently:Spoiler: dwarf screenshot (click to show/hide)Spoiler: tree screenshot (click to show/hide)
tilesheet:Spoiler: tilesheet - "alpha active" (click to show/hide)
other variations:Spoiler: tilesheet - "classic" (click to show/hide)Spoiler: tilesheet - "alpha passive" (click to show/hide)
That hoshi is nice.
Small tilesets are great for making screenshots of large maps and seeing more of the map at once without having to downscale the image.
Accented characters don't need to be very readable because I don't know what most of them mean anyway. I wouldn't be surprised if they used accented characters in the translations mostly to make the languages look more exotic.
Is Hoshi the character in the top-right corner ofthe bridge of the NX-01 Enterprisethe main tilesheet?
I enjoy it so much that I was almost tempted to replace the other pillars with more tetrisy-tiles, but I decided to leave well enough alone. The round pillars suit the rounded walls.
The tetris-y pillars look the best. It's memorable because I haven't ever seen it in another tileset. The pillar-inside-pillar is only better if you plan on reusing that for tree trunks.
Also, shame on you and your Type A tendencies! Type B represent! 8)
The pillar-inside-pillar is only better if you plan on reusing that for tree trunks.
No idea if usr_share named the font after that character.
Oh nice, it's Taffer Serif 20x20. I like it. Here's some pedantic stuff:
The / and \ accents looks a bit too long.
The circle on the å might look better if it was lowered a pixel.
The circle on the Å might look better if it was shifted to the left a pixel.
The ^ accents might look better if they were lowered a pixel, and I'm wondering if the ^ accent on them is too large.
Maybe make the "W" look more like a vertical mirror of the "M".
The "T" looks kind of small. Maybe some pixels should be added to the left and right side to make the top serifs thicker.
The "x" might look a bit slender compared to the other characters.
Some characters such as the "T" through "Z" are centered in the tile while others like "D" through "G" are aligned a bit more to the left. But maybe that's intentional.
Maybe the "M" & "N" would look better with their stems a bit farther apart.
Naturally Max likes. The bottom of the ô, the bottom right corner of the g, the top right of the §, the bars of the tile 153 are offset to the right, the lower left serif of the £ is kinda awkward, a lot thicker than the others, the bottom right of the Q above the stem might be intentional, same with the inner corner on the ? marks, looks great though.
All of the variations are located in like /taffer v4.5/taffer/tilesets/.
Oh, I see the problem. Use this repo: https://github.com/nc-z/taffer/tree/master/taffer/tilesets
Seems good, these holes are still bothering me though. Any way to edit the graphics to fill them up, or at the very least make them smaller?
Also, do I need dfhack to be able to see multiple z-levels below me, or can I get it to work in standalone?
Image:Spoiler (click to show/hide)
edited the dwarf icons as they were practically indistinguishable from humans. Pretty gud tileset otherwise.
(https://i.imgur.com/XQ4yvQb.png)
I agree with MaxTM the old soldier dorfletters desing looks better.Spoiler (click to show/hide)
Liking the new walls, they don't really take anything away and make the holes more bearable.
Also, on a side note, why did you make ramps not be triangles? Nothing big really, but it kinda bothers me on the map view when the higher mountains don't look as full as in the original ASCII. No idea if people prefer it as it is, I just always edit them myself to please muh autism.
Thank you kindly. I should probably find the time to finish the next release. The new double-sized tilesets are what's occupying my attention. I've done half of the gothic sets and all of the sans-serif and serif sets.No need to change for me, it's a small edit and I see your point about making them less noticeable.
I'll see about revisiting the ramps, but this is something I'm uncertain about changing. The ramps aren't triangles because I've always disliked the triangles. The slopes shouldn't be important, they should fade into the background of a scene. I want to look at the goblins charging at my stupid, undefended fisherman, but my eyes are drawn instead to the slopes. On a whim I whittled them down a little to try to draw less attention to them and I've been quite pleased with the result. You may need to keep editing them yourself, but I'll see if I can find something better.
Released 4.6. I lost track of all of the small fixes, but at least the 20x20 sets have been redrawn. As mentioned, the solid walls are thicker.
Due to various frustrations in releasing this, I'm very tempted to drop support entirely for the blackletter sets, the alternate racial graphics, and the minitaffer sets. The blackletter tilesets make for a good font but the look isn't very cohesive and they can be hard to read. They didn't double well to 20x20 and I'm questioning whether I want to continue support for them. The alternate racial graphics and the minitaffer sets are in the same boat: I'm proud of them, but I want to simplify the download and ease maintenance going forward.
It doesn't help that I haven't seen any evidence of use for anything I just mentioned.
I'm somewhat tempted to abandon support for 20x20 even though I just redrew it all, but I'll leave well enough alone for now. People seem to like using them.
Released 4.6. I lost track of all of the small fixes, but at least the 20x20 sets have been redrawn. As mentioned, the solid walls are thicker.
Due to various frustrations in releasing this, I'm very tempted to drop support entirely for the blackletter sets, the alternate racial graphics, and the minitaffer sets. The blackletter tilesets make for a good font but the look isn't very cohesive and they can be hard to read. They didn't double well to 20x20 and I'm questioning whether I want to continue support for them. The alternate racial graphics and the minitaffer sets are in the same boat: I'm proud of them, but I want to simplify the download and ease maintenance going forward.
It doesn't help that I haven't seen any evidence of use for anything I just mentioned.
I'm somewhat tempted to abandon support for 20x20 even though I just redrew it all, but I'll leave well enough alone for now. People seem to like using them.
I use the racial graphics, with some small editions to them. Tried the CLA graphics but I prefer yours more since I feel that it fits to the game more with the style you've got going. Though if no one else uses them then I can just continue to edit them in myself, so no biggie.
Also a small side-note, no idea how it is in this version, but on the last version the init files were really messy in normal notepad. Since you probably use another program you didn't notice, but it made navigating them in the windows default version a pain. No idea if you can make them more view-able in the future.
EDIT: messy in the sense that it lacked enters in-between all the brackets, so you had to scroll the text left-to-right to find all the brackets. I feel like I'm missing some vocabulary to explain myself properly, so hopefully you understand my meaning.
I definitely like the 20x20 tilesets. A vast improvement over 10x10.
However, I'm having a problem with the racial graphics. Dwarves, elves, and kobolds show up with a black picture on a black background, instead of their proper colors.Spoiler (click to show/hide)
Do you know why this is? Have I done something wrong in the installation? I'm using your tileset with the "Mishka" color set by Vherid, but it happens with your colors, too.
Also, I can confirm that the .init files are messed up, with no line breaks. It's very annoying to read. A fix would be appreciated.
I can see the moscow/blackletter sets being perfect for someone making a really obscure mod at some point, because they do have a really lovely style, but I would hate to maintain them, so just leaving them available in here is a bro-move.
Also, on alternate racial graphics: I kind of like the bearded dwarves. I've just been using the default, but I wouldn't object if one of those were made default.
Actually, it would be nice if they had pointy beards, like the 800x600 vanilla set.
I can understand standardizing the bars, but man, I really liked the little square for the soldier dorfletters, since I like having the different soldier tiles with some unused tiles, though I like the elf ones as smaller squares.
I agree with MaxTM the old soldier dorfletters desing looks better.Spoiler (click to show/hide)
Eeeeeeeeeeeeeeee...
[CULL:SQUARE]
Hey, you can't help the way you were raised, but if you gotta be square, do it right, and dorfletters are right.
It's just a humorous thing really, and I don't see the diagonal wall issues at all. >.<
The end-of-line "issue" is just the difference between Windows and Linux. You can use Notepad++, but enough people have complained about it that I'll switch the files over to using Windows line breaks for the next release.Oh, that explains it. For some reason windows had defaulted back to "notepad" instead of my preferred tool, notepad2. Irritating.
The end-of-line "issue" is just the difference between Windows and Linux. You can use Notepad++, but enough people have complained about it that I'll switch the files over to using Windows line breaks for the next release.Oh, that explains it. For some reason windows had defaulted back to "notepad" instead of my preferred tool, notepad2. Irritating.
I also want to say that I exclusively use the 20x20 tilesets. I'm a little sad to see you've removed the Rawberry color set (it's my favorite, but maybe I'll try soyuz again...) but I've got it here so I suppose that's alright. So thank you for continuing to maintain your tilesets!
Taffer, I am so sorry about my last reactions here last year as the issue I brought up is more than easy to fix/alter by copying or editing that color init file.
Also I yesterday compared in-game your new current default colors with your older and much brighter and muddier one which I still kinda like and I set the default DF's colors as a baseline to compare with and that's when I realized that your new color scheme puts less strain on one's eyes. That and I'm still able to tell colors apart due to my eagle-eyed ability to make a more diverse distinction between color hues and since my eyes have basically cave-adjusted I can see better in the dark.
To put it shortly, looking back, I can honestly say that some form of mental stress I had back then outweighed my ability to think clearly and calmly and I'm sorry about it all.
A bit too small of a tileset for me personally (at least when on a 1920x1080 screen), but I _love_ the hollow-wall stuff with the improved diagonals - I didn't realize anything was wrong with them before until you showed how they should really be! Might go back to playing on a laptop just to enjoy this set.
Taffer, just a heads-up that the tileset pngs are improperly indexed.
v4.5 (Lazy Mac Pack), working as intended:
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v4.9, not playing nice:
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If anyone wants a fix in the meanwhile, open the tileset png in GIMP or Photoshop, select Image>Mode>RGB and then save :-)
Taffer, just a heads-up that the tileset pngs are improperly indexed.
Would you kindly test the below tileset? I'm still hoping to get everything indexed again for v5.1. Hopefully removing the transparency solved the issue you posted. Version 5.0 is all in RGB, but this one is shrunk to indexed using optipng.
...although it might be the PRINT_MODE I'm using or that I don't use dfhack.
I've lightened the border stippling on the digging designation/border tile to #dadada. To my eyes, it was still useful as a digging designation but stood out less in the intro movie and in the game border.
I can confirm that it works in 2D mode, without DFHack (tiles with background colours display correctly, e.g. leftmost pane) :
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Having tested with and without DFHack, I've narrowed down the issue to just the png specifically, so no worries there :p
Feel free to tweak your optipng settings and send over more if you'd like, I can channel my inner lab rat :-)
Hey, just passing by, as I do every once in a while. Your tileset is really the best; let me tell you that every time I enter one of my DF periods, the first thing I do is installing Taffer's tileset :)
And your diagonal walls from this summer are really good.
Here are two screenshots of a new fortress (level 0 & 1).
I haven't tried an entrance like that before, I should.
It's nice to get some feedback on the diagonal walls.
Love your set Taffer, been using it for years.
Love your set Taffer, been using it for years.What do you mean? Can you tell me what you think of this (http://www.bay12forums.com/smf/index.php?topic=107924.msg7174301#msg7174301) post of mine? I already put a lot of thought into the ≈ tile, and I'm not certain I could improve what I have. The tile I ended up going with was the least eye-catching of the three depicted there.
One customization I'd like to make is to make the floor symbol (≈) for soils (and sand) something less eye-catching. When you're building forts in soils it is quite a pain to constantly look at. Is there an easy way to customize this?
Spoiler: It this Taffer? (click to show/hide)
Dambros666 was asking (https://www.reddit.com/r/dwarffortress/comments/7mql6g/biweekly_df_questions_thread/drwbd72/) what the tileset used in that screenshot. It looks a bit like the 4chan smooth edition of Taffer 20x20. I'm not sure about the color palette.
Huge fan of your work Taffer…
…was curious if you'd thought about doing engraved (obscured) walls in the style that (I think) Phoebus/Ironhand does it, with squiggles inside the hollow walls? Makes for a cleaning viewing experience than the standard blocky white situation. Otherwise no complaints from me, your sets are the only way I've played for years.
Are those smooth or engraved walls in the screenshots?
Anyway, can't wait for the 20x20 version :PSpoiler: You know you want to make it. (click to show/hide)
I was trying to figure out tile magic engraved walls, but seem to have gotten it backwards.Spoiler: wrong walls look engraved (click to show/hide)
I felt so embarrassed about my earlier font showing that I just whipped this up. Still needs work, but much better. Perhaps this will be finished sooner than I'd expected.
(https://i.imgur.com/iFWB9jm.png)
(For the rest of the preview, see this post (http://www.bay12forums.com/smf/index.php?topic=107924.msg7655994#msg7655994)).
Most definitely do not want to make it. Honestly, if I had my way I'd stop supporting the graphics set and switch entirely to dwarf letters, stop supporting 20x20 sets or just double them crudely, and stop supporting the "straight" wall variants for all sets. But then nobody would download my tilesets anymore, which is no fun. The whole point of art is to be enjoyed.
Too much of a purist to use tile magic: I tried tile magic in 2012 or 2013 to save the barrel graphic, before I started becoming an "ASCII purist". It doesn't work well with color schemes that have non-pure-black backgrounds. I suppose it works reasonably better now that most of my color schemes have almost-black blacks, but there's still a color difference there in your image (#020202 for blackness around walls, #070707 for blackness everywhere else) and that gets more noticeable with Tocky's colors or any of Vherid's colors.
I'm still curious to see what you come up with, though!
EDIT: seriously though, nice job with the quick doubled version. I'd love it if you looked over the 20x20 sets and improved them. They're still far from perfect, IMO.
[N]ow's the first time I'm making [engraving graphics] that I feel good enough about to finish.I don't think I'll ever reach that point. Yours are really interesting though. And what you're doing with the font is super interesting.
Spoiler: some 20x sans-serif edit suggestions: (click to show/hide)Spoiler: edited 20x dwarf sans hollow straight (click to show/hide)
I don't think I'll ever reach that point. Yours are really interesting though. And what you're doing with the font is super interesting.
If you watched a video about Alhambra, you really should check out MC Escher's work inspired by it (and possibly tesselation in general).
Just wanted to say that these screenshots look amazing. So much intricate detail, yet still ascii.
HaterSkaters Duerer set has MC Escher-inspired stairs, in case you want to see an example for DF.I was hoping his tesselation work (especially the "regular divisions of planes") is of more interest than his perspective-/mindfuckery he did. IIRC the "divisions" were directly inspired by the alhambra tiles.
Also what are these end pieces called?Yes, Columns. Usually the tile for uppercase O, for reference.
Diagonal walls are a little confusing to use. (I have trouble digging with straight walls as it is.) Diagonal walls look really nice with a design that complements them, though. I would guess a lot of people don't want to take the effort to learn to a design for them.
All of this work has been powerfully good and I cannot wait to see what the finished product ends up being like. Until then I'll just dream that Moscow Hollow is this fancy.
I think it's kind of too bad losing the redrawn 20x20 versions of Serif and Sans-Serif. I'm guessing 20x20 users would prefer out-of-date 20x20 versions with smoothed edges over upscaled versions of the latest versions of the 10x10 originals.
I'm excited for the arabic-style tileset. I like its walls.
I didn't think diagonal hollow looked silly.
Well it does look futuristic.Yeah, it reminds me of a the maps in the original Doom.
I'm considering fattening the lines, which might help, …Yeah, I think the thin walls might give it a vector look, so thickening them might change that.
… but it might be best to let it be and keep the diagonal walls for the artistic and solid wall sets.Yeah, that sounds good. One less wall option will help the indecisive.
Thank you kindly for the input! I double posted while editing, so the rest will follow below.Does that include the Dwarf Letters versions too?I think it's kind of too bad losing the redrawn 20x20 versions of Serif and Sans-Serif. I'm guessing 20x20 users would prefer out-of-date 20x20 versions with smoothed edges over upscaled versions of the latest versions of the 10x10 originals.
OK. After some thought, I'll support the ASCII sets at 20x20, but not the artistic sets.
Does that include the Dwarf Letters versions too?
I only ever play with your 20x20 Dwarf Letter Tilesets. Thank you for continuing to support 20x20.
What resolution do you play at by the way? I just can't read the text at 10x10, it's so small on my monitor. Even setting the resolution down a few notches. I guess there's something fundamental I'm not understanding about resolutions somewhere.
What resolution do you play at by the way? I just can't read the text at 10x10, it's so small on my monitor. Even setting the resolution down a few notches. I guess there's something fundamental I'm not understanding about resolutions somewhere.
Sometimes I see talk that 10x10 will be outdated because monitor resolutions will keep getting higher and higher, but new 4K monitors already display at a resolution high enough that you literally wouldn't get any benefit from a higher resolution. It's why Apple displays are called "Retina" displays.
I play on a laptop. 1920x1080.
Windows scaler at 125% seems to work with everything except DF. Everything gets cut off the screen until I switch it to 100%. That's why I said I must be misunderstanding something. Some setting which makes DF work with the scaler.
Just thought you might be interested, in the case of Apple's Retina displays, Dwarf Fortress does not take advantage of them unless you either force your screen into native mode (which has a downside if making everything tiny) or you edit the DF init.txt full-screen resolution to match your native resort (which has a downside of only using Retina resolution in Dwarf Fortress' full-screen mode). So most Retina Mac users are probably be going to be playing Dwarf Fortress 2x nearest-neaghbor scaled. So 13-inch MacBook Pro users are basically at 1280 instead of 2560 and 15-inch are at 1440 instead of 2880.
That's fine, I don't need help. It's something about my laptop that I'll either figure out or won't. But in the meantime, I'll keep using your 20x20 sets.I play on a laptop. 1920x1080.
Windows scaler at 125% seems to work with everything except DF. Everything gets cut off the screen until I switch it to 100%. That's why I said I must be misunderstanding something. Some setting which makes DF work with the scaler.
Not sure. Sorry I can't help. The default settings (as set by my tileset, at least) work fine for me on an AMD system.
That's fine, I don't need help. It's something about my laptop that I'll either figure out or won't. But in the meantime, I'll keep using your 20x20 sets.I play on a laptop. 1920x1080.
Windows scaler at 125% seems to work with everything except DF. Everything gets cut off the screen until I switch it to 100%. That's why I said I must be misunderstanding something. Some setting which makes DF work with the scaler.
Not sure. Sorry I can't help. The default settings (as set by my tileset, at least) work fine for me on an AMD system.
Taffer, do you mind if I use your Pastel color scheme for a mod I have published? I feel like it would fit the aesthetic nicely. Here is the mod if you want to check it out: http://dffd.bay12games.com/file.php?id=13542
Updated for v0.44.06. The keybindings needed to be updated, along with the usual trivial, textual changes to the init files. I removed the Rawberry colors because I've been wanting to simplify the download and I never use them lately. I might get rid of the Taffer colors as well, not sure. I haven't used that in ages either.Taffer, do you mind if I use your Pastel color scheme for a mod I have published? I feel like it would fit the aesthetic nicely. Here is the mod if you want to check it out: http://dffd.bay12games.com/file.php?id=13542
Go right ahead! Just give me a mention somewhere, please! I'm glad you like it. I'll be updating most of the color schemes in my next big Taffer release slightly: the blacks will be lightened again. Do check back from time to time to see if I've changed the color scheme, so that you can grab the newest one. Cheers!
1920x1080, currently on both a big wall-mounted TV and on a desktop. The TV is rough reading on default scaling settings in Windows, but at 175% I can play perfectly fine. That's what the scaling slider is there for.
My first reaction was that the handcrafted scaled tileset was definitely superior; you can see it in the "5" and the "t". But now I'm kind of liking the softer edges of the machine-crafted version. This looks like anti-aliasing, so this version would probably need an alpha transparency instead of indexed magenta?
Nearest-neighboring the partially-mined / glacier blocks and the big box characters was a good idea.
On the Arabic text, the underlining and dots looks cool, but it's much more readable without.
After some cursory playing with Damascus, 20x is readable and doesn't hurt so much but BOY, 10x on a smaller screen is pretty painful on the eyes especially looking at grass or above ground goings-on with all the noise. Still wonderful but could do with some cleaning up however that's possible, I have no idea how you'd increase readability while maintaining the theme.
I love this tileset, but find the crisp version superior to the smoothed one. Some letters end up looking very off, like W, v, A, r, #. The dwarf smiley and human military icons also have lines bleeding into one another. If it has to be automated from here on, I'd recommend using a less 'smart' and more crisp algo for upscaling. EPX (https://i.imgur.com/UHfT9wJ.png) is an excellent one for pixelly upscaling.
The new default letters were the first thing I noticed after I updated to .44.09 and the main reason so far why it hasn't bothered me really is excatly what Iliithid said.
In a strange way though it has this very slight ye olden feel to it while not sacrificing readability and wow does 20x20 look much better and is also easier on my eyes, been like a fool in the past using only 10x10 on my 1680x1050 monitor (tbh, I was a blind raging fool in general in the past when I first joined the forum and I'm not ashamed to admit it because it was just unacceptable, faulty and toxic behaviour in general from me).
Takes only one mouse scroll up to adjust my screen to be less large now while 10x10 needed a few mouse scrolls down to make the tiny letters larger thus appearing muddy and loss of quality very apparent. I love the happy vibrancy of your alternative color sceme, Taffer. Without your tilesets the game's original colors feel like they burn into my eyes while most of the darker color schemes here are just too dark for me. The more vibrant color scheme feels like a happy medium between vanilla and the dark default color of this tileset pack to me.
After some more playing it became clearer that I was just used to playing with cleaner tilesets for sooo long that the noise threw me off. It's gotten easier to discern between tiles after a while, though I still definitely prefer to play at 20x when I can, especially if I find myself reading a lot of legends or expedition notes.After some cursory playing with Damascus, 20x is readable and doesn't hurt so much but BOY, 10x on a smaller screen is pretty painful on the eyes especially looking at grass or above ground goings-on with all the noise. Still wonderful but could do with some cleaning up however that's possible, I have no idea how you'd increase readability while maintaining the theme.
I'll fix up the font a little, to make playing at 10x a little more bearable. I might experiment with removing the line entirely, but I'll first see if just adding a pixel or two of separation between the letters and the line is enough.
I confess to being a little bewildered by the point aobut grass and ground: I love the way grass and the ground look in Damascus. I'll be honest, I'm not sure I want to clean it up more. Having lots of noise is exactly what I like about the tileset. I'm not sure how much it affects readability, personally: perhaps I just need to play with it more. There used to be lots of noise around the letters, but that's been pared back significantly. I suppose its hard to tell the difference between a period and a comma, but that's not really necessary when you're looking at the ground, and obvious in context for sentences. I'll think about it.
Thank you for the critique!
I love them both for the record.
Compare these two tilesets:Spoiler (click to show/hide)
As mentioned, I didn't need to open an image editor even once for the one on the left, I just ran my script.
With this, release of the next version will happen soonish. I've redrawn Moscow's walls, so the tetris look is gone but ornate, diagonal are in for two sets now. Even with the new script, the fancy tilesets might just be crudely doubled. It depends on how well xbrz deals with the fine details.
I guess you got rid of anti-aliasing in v5.2 because you didn't like the way it looks when it was resizes in-game?
I love this tileset, but find the crisp version superior to the smoothed one. Some letters end up looking very off, like W, v, A, r, #. The dwarf smiley and human military icons also have lines bleeding into one another. If it has to be automated from here on, I'd recommend using a less 'smart' and more crisp algo for upscaling. EPX (https://i.imgur.com/UHfT9wJ.png) is an excellent one for pixelly upscaling.
I think it looks great like this, but it's obviously a matter of taste. ;)
I also have the full 20x tileset still in use on my other machine if anyone is looking for it.
Not really a fan of the rounder look since 5.0.4. I preferred the more "classic" angular characters. (i use '20x/taffer/tilesets/dwarves_as_letters/sans-serif/hollow_straight_walls')
My opinion, if you'll have it? Revert the scaler change! :P
You also see a lot more aliasing on some of the symbols, for example the whole top row. It just looks... much worse.
I can recommend the 16x16 Wanderlust set for something not too different from Taffer.16x16 is a bit too large for my tastes, too. 12x12 feels like the sweet spot, but there seems to be a sore lack of nice tiles at that resolution.
I haven't used your creature graphics in years either (two modded races added who just don't fit in with the graphical races, not to mention animal people).
And dwarves as smiley faces roaming the multi-racial halls of other letters just doesn't work for me any more. D for Dorf all the way.
18x18? Hmm. Will keep your 20x20 on hand just in case.
Keep up the good work. Fantastic set and colour schemes.
how i change civ color?
i want to change human unit's color to red. so i changed ADD_COLOR:DEFAULT to ADD_COLOR:RED
but color not changed. what's wrong??
Change the question.
How modify graphic file?
I want to change elf's color to red. so it is need to modify "taffer_elves.png" .
Is it need some programs? how can i load and set color for that file?
I can't imagine how hard you are staring at those glyphs when deciding what to cut out or add. Suddenly I don't feel that bad with 1024 pixels per sprite... :D
Edit: Would you consider working on non-square text sets? I found that a format like this is really helpful to give players the maximum amount of ingame-tiles, while keeping the menu small:
The ingame menu is 32x tiles wide, so if you make a 9x18 text font, to go along a 18x18 ingame tileset, you get 16 "free" map tiles, because the menu is suddenly 288 pixels thinner. Just as an idea, in case you run out of things to do. ;)
EDIT: Also, Droggarth fanart: (https://i.imgur.com/CkVq9dn.png)
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Nice! Never thought of using diagonal walls before but since I am a resident heretic here I gotta give Damascus a try, sure looks artsy and spicy to see. Not sure if I get used to letters having lines on the bottom but awesome detail on everything else!
...
edit: Heh, for some reason my eyeballs feel like popping out of their sockets trying to read anything other than Damascus' letters. Tested all 18x18 'Heretical' tilesets just now for readability and Damascus, despite taking a second/half a second to focus on what I'm looking at.. at least my eyes are content in their sockets. Mind you my eyes are used to the 20x default one I previously commented on but that aside I'll be playing the game with the 18x18 'Heretical' Damascus for a while or at least as long as I can manage for the sake of artsy looking DF gaming experience. Can't stretch it enough how much of a treat this feels and looks like for this game! 8)
edit2: Aye, with other tilesets my eyes aren't used to some of the spaces between thinner letters, Damascus evens it out for me with those lines plus some of the letters look broader too so that helps. Doesn't help though that I'm as odd as the Warp itself but I hope I've been of some help with my tetrachromat eyes.
Thanks for the feedback. I'm glad you like the Damascus tileset! I'll give the serif tileset another pass and widen the letters a bit. I can't widen the sans-serif set as easily, but the serif set is thinner than it needs to be.
You're welcome! Damascus is definitely a keeper for me as I just finished another milestone in my adventure after a long trek across the world. Buildings used to look so bland before but now even simple houses and tents make me imagine something much more exotic, I'm loving it. I guess sometimes burning it all down and starting from scratch can really work wonders.
Very nice, definitely better than the 10x10
Was using Damascus before and upgraded when I noticed the Git had. Took a while to adjust to the changes but I'm liking it so far. Will need more time to solidify my opinion on it. Super happy for new Taffer updates regardless!
It looks very clean and readable, a great ASCII set. Those fancy trees are nice as well.
I'm a new player who's been lurking around the forums for a month or so, but I just wanted to say that I love this set. It makes the game look beautiful, and that makes me want to play it more! Thank you for this labor of love.
A quick question: If I wanted to try out the older 10x and 20x version of your set, which one would you recommend? 5.2.1? I'd like to try out the "definitive edition" of your classic set, if there is such a thing.
Completely out of left field here, but the tundra/glacier biomes look -incredible- in Damascus, so thank you for that tiny, tiny detail.
The new 18x18 looks great, and including the dwarves-as-letters in the tilesets itself now and subverting graphics was a good move.
Kudos!
I agree with 5.2.1 as the "definitive 10x10". If there was something about the older sets I liked, I'd have added it.
There was a hand-drawn 20x20 set: the release before they I removed them might be worth looking at. My large gand drawn sets never looked right. I was smoothing the blocky edges, but if I was drawing at 20x20 to begin with the whole tileset would look different. 10x10 was already de facto the definitive version, so I made it official.
A long time ago I was using a pixel-art shader than cleaning it up by hand, but that was taking too long. Some people on 4chan like these versions.
Version v6.1.0 released!
Played a bit with the updated 'Heretical' 18x18 Damascus and I'm finding words much easier to read now, that's awesome! Nice work. :o
edit: Really loving polished/updated Damascus here. It is indeed much easier to read and while playing the game with it, makes me feel like playing something genuinely good looking from DOS-era.
I'd love to hear what people think of the serif tileset, because I'm mostly using Damascus nowadays. I'm not sure there's much I can do to fix the serif tileset without making its kerning look off (spaces between letters). I was tempted to get rid of the serif tileset as well, but I decided against it.
I've used both the serif and sans-serif from your orthodox set. The sans is more readable, but I prefer the serif, so I'm glad you've decided to keep it. If there's anything that feels "off" to me in the serif set, it would be the "right-hanging" serif found in some the upper-case letters (like M and W, for example). Something about it makes my eye "hang" on those letters when reading.
Thank you kindly for the specific feedback. I'll remove the right-hanging serifs in the next version. Cheers!
And the 'taffer' and 'pastel' (default) colour palettes now have a pure black background
Feedback wanted! Recoiling in horror? Think something looks good? Let me know (would you kindly)![/b]
I liked that the 'taffer' color palette's black isn't entirely black and also, with my new IPS monitor, pitch black dark can get on my nerves due to IPS glow (which I've tweaked down as much as I could, but still). Lighter blacks minimize reading discomfort for me along with keeping me from feeling depressed during gameplay.
I've gotten so used to 'Heretical'/'Artistic' 'Damascus' tileset nowadays that I can't quite tell which is better or worse, I feel confused is all. All I can say is that the tiny blocky tundra/snowy bits feel odd. I can imagine a snowing map and all I can see is not snow but ice cubes that are supposed to be snow.. it's, in a word; confusing.
Here's hoping I can last more than 2 hours this time before trying again.
Would you consider a whole alphabet of "dorfletters" (assuming new capabilities are bringing in multiple/big tileset support)?
I far prefer these to smiley-faces, but come Mythgen (and certain current mods) we're likely to be faced with dwarfless sites of procen subterranean hippo people rather than dwarves. Leaving us with a choice of dorf-d, normal 'h' or back to smilies.
By that time, DF will have full graphics support, so maybe a new 9x9 set based on that?
Please speak up if you have anything to say. That's the only reason I even post the mockups.I'm always happy to see your work in progress. Really inspiring and shows how much effort you put into the tileset.
Hi Taffer, I just wanted to start off by saying that I love your tilesets a ton. I've been using your Traditional set for years, probably since around 2015.
Anyways, I wanted to know your policy on modifying/using your tilesets outside of DF. I've started playing around with making a simple ascii game using SadConsole (https://github.com/SadConsole/SadConsole), just a small hobby project that I'll put up on Github at some point.
Sadconsole supports custom tilesets in a similar way to DF, and I would love to use your Traditional set as one of the visual style options. I looked at your Gitlab repository but you don't have a license attached. Are the Taffer sets Copyleft (https://en.wikipedia.org/wiki/Copyleft)? I would of course give you full attribution. Thanks for the info.
:)
License added to the repository. CC-BY 4.0 (https://creativecommons.org/licenses/by/4.0/). Thanks for asking!That's perfect, thanks!
I'll update promptly when the update comes and I'll slowly prepare for better official graphics support.I'm always open for questions. If you are trying to prepare anything for the upcoming steam version, just send me a PM. :)
Sorry to see you go. :'( Your walls are the best ever!
The direction the tileset took over the last few months was both interesting and beautiful. 8)
Thank you so much for the efforts over the years, you will be missed. Have fun whatever you get up to. :)
I've felt the same way for a while, it'll come back eventually, especially if that update drops any time soon.
I'm always open for questions. If you are trying to prepare anything for the upcoming steam version, just send me a PM. :)
Hi Taffer,
I'm in my yearly DF period, and as always the first thing I did (after installing DF) was setting up your tileset. So as usual I'm paying my yearly visit for thanking you for this tileset that I find so cute :)
Honestly the dwarf letters was an awesome idea, it makes so much sense to my eyes I find it more vanilla than vanilla itself. I use the sans-serif version with hollow straight walls. I do not use the Taffer colours though, because they are too far from vanilla in my opinion (e.g. gold is not yellow) and instead I use DawnBringer which is a nice balance and works well with Taffer's tileset.
Anyway, excellent work, and I'm happy that despite your recent lack of time/motivation you stick to the "ASCII with benefits" philosophy.
Thank you!
Thanks for this tileset, it's exactly what I was looking for. Looks beautiful and maintains the ASCII
I seldom play this game these days due to mental issues with my diminished imaginative side as it makes playing the game hard to role-play when you no longer have a strong child-like way to make the world come alive from letters and if I do push myself to be more imaginative I just get an headache, sometimes mild, sometimes strong. Been beating myself over about it for months and months now because the game's still fun when my imagination is working.
Mind you, non-ASCII colorful tilesets won't help me either as I still need that imaginative side working to piece together images of various npcs and events and whatnot to make sense of the game.
So, yeah. Got my own reasons why I'm inactive myself and can kinda relate. If it weren't for your tilesets, the game wouldn't feel the same. What I mean by that is I wouldn't be playing the game if only that vertically stretched vanilla ASCII was the only ASCII style to play the game with.
Something about the game's vanilla color-scheme and ASCII style makes me wanna proverbially scrape my eyes out.
Which is why I treasure using your tilesets with 'Taffer' color-scheme, I'm currently using the 18x18 sans-serif one with corner walls due to an headache I had a few months back, thought it would lessen it (the headache) and it kinda did.
(https://i.imgur.com/BtGEqxw.gif)Ooh, very nice.
I'm not completely dead. Working on a new version. I'm adding shading back to the arabic tileset to help differentiate decoration from function, and I'm also bringing back nicer dirt and grass tiles at the slight expense of crisp punctuation. Possibly doing more.
I also received a report that the default Pastel colors have a grey that's hard to see. I'll see what I can do about that.
Ooh, very nice.
Are you getting any info from anywhere on what might be technically possible post-Steam? Or are you going to have to wait and see?
If there are fundamental changes to how tilesets work, it'll be odd for a new version to come out and not be able to replace Curses with your set from day 1.
Updated for v0.47.04. Cyrillic retains the current walls; they're better than either of the two new ones I experimented with.Download button in opening post doesn't seem to work.
Arabic got new walls shown above, and the "background pixels" on that tileset are now shaded gray to differentiate them. I also brought back the old rounded punctuation for nicer looking ground at the expense of crisp punctuation.
Looks like the link should be https://gitlab.com/dwarf-fortress/taffer/-/archive/v6.6/taffer-v6.6.zip
I'm a a long-time player and inveterate lurker but I always download your tileset when there is a new version of df to play and thought I should log in to say thanks before downloading the latest version. It strikes just the right balance between being abstract enough not to feel as though someone else's ideas of what things should look like are being imposed on you, and yet pleasing to look at (and square). Also it still looks good zoomed in on my HiDPI laptop screen.
Q: rectangular menu font?
A: heresy.
Can we have little a rectangular font, as a treat?
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Shaving off a pixel helps with readability.
I'm also obsessed with the initial concept for grass/plant graphics
I think the grass is definitely an improvement in terms of contrast and noise. Although it seems surprisingly organic (i.e. round) compared to your general style. Not saying that's necessarily a bad thing, just an observation. Tree/grass contrast is good enough considering how it's not that important.
I'm always happy to see your work in progress. Really inspiring and shows how much effort you put into the tileset.
The non-engraved floor in that mockup irritated me however. It tiles in a bad way. That is, it looks like it isn't supposed to tile, but it glaringly is. With the current-mockup non-engraved floor it shows that it's tiling, but it looks like it's on purpose and while obvious it doesn't steal focus.
The tile design itself is great, but it's a bit too low contrast with the walls for my tastes.
Engraved walls are very subtle, not sure if that's my thing; I really liked the engraving you had in the mockup before (both walls and floor). It looks very unique and a very good fit to how your style evolved. Have you tried that kind of engraved wall design with orthogonal walls?
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I'd make the non-engraved floor appear bit darker and play around some more with engravings.
My vision for the upcoming graphics support is "ASCII with benefits".Right. I think ASCII-like tilesets can benefit a lot from the improved graphics support. Even if it's just separating text (punctuation, X, ...) from the rest of the tileset. There's a lot on my todo list that I can't wait to try.
If either of you has any questions about things that can be done, I'd be happy to help.
Can we have little a rectangular font, as a treat?It depends on how well the implementation actually works in-game. If it ends up with creature descriptions and menu screens obviously off-center or something then probably not. Otherwise, sure.
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Shaving off a pixel helps with readability.
The 9x9 is amazing and the main reason I never made a tiny/ascii set. It just couldn't compare to what you've already done.
Ever thought about using TWBT till then, making unique sprites for a few more objects?
(https://i.imgur.com/CTw4FDs.png)
Thank you for the offer! Does this mockup look like it should be possible with the new version? For example, are the underground edge tiles in Toady's preview generic dirt or will they differ depending on the type of soil?Yes, that should work.
How will creature descriptions and full-screen menus work, if (for example) the interface font is 8x9 and the game font is 9x9?Haven't done any UI yet, but that should work fine.
Also, when I set the DF window to anything over 80x25 and use a colour scheme with a non-black background, there's a jarring difference between the "black" of the intro and the "pure black" outside the movie window. Do you know if that's going to get fixed?Is that only on the intro video?
I may as well throw in a selfish suggestion, even if it's futile. This might be a good time for Toady to revisit dark green. Honestly the whole "keep track of the true RGB colours of everything and map it to the palette" is a little odd to begin with when you're using the palette system, it just results in weird bugs like this one. If a player wants blue to be green and green to be blue in their palette, DF shouldn't try to correct them (IMO).I think the colors might see some changes.
Unique sprites for items is definitely on the todo list though! I like your sample sprites. 9x9 isn't a lot of space to work with but I'll do what I can. This Tocky screenshot got me interested in Dwarf Fortress to begin with and it would be nice to have things like the little bed and barrel tiles again without visual glitches.I noticed while making the little weapons. I just recently made some 9x12 icons for stockpile signs, it's not much space...
I honestly don't think a decent looking, complete creature graphics set is possible at 9x9. Not without heavy repetition and over-reliance on smileys. It would probably also involve colouring the creatures myself, but I want to continue to use the colour theme system. There's a kind of elegant simplicity IMO in using a strict set of colours. (I suppose that's also a question, will I be able to use the old palette system while also using the newer graphical features?)Differently colored smilies, for humanoids, bovines, ursines, felines, etc could work.
The soil you can set yourself. Atm it looks like we will go with a generic soil, one clay and one sand, because they have different uses.
Is that only on the intro video?
Ehm, maybe? Toady just started coding, can't say much about that.
I attempted this, but when I load taffer 18x18 into GIMP it tells me taffer.png has an embedded color profile, and no matter if I keep or convert, I lose the beard shading when I paste in the curses beardy dorfs.
Nice! Tyvm. I got them in. Excellent tileset sir! (I don't remember if I told you that years back :D)
I dont know why my Engraved floors look like that. Not above.
I'm just getting back into Dwarf Fortress after an extended break and I'm super happy to see you're still working on this tileset. I've always hopped between this and CLA as I love them both so much.
I think the tileset you posted on the 5th with the new grass is beautiful. I'd love to use it but 9x9 is just a bit too tiny for me to comfortably use. Would it be possible to get that version in 18x18?
Regardless, keep up the great work!
Keen observers will probably notice new stair, barrel, switch, hill, and trap graphics. The hills are terrible, though. Just note that there's a reason my tilesets weren't this way from the beginning, you'll have all kinds of stupid looking weirdness in places you don't expect it. Enjoy the magical barrel-shifting screw pumps.
(https://i.imgur.com/epUQRJM.png)
(https://i.imgur.com/D21pEqr.png)
I have been playing with your steam tileset for a bit, and I think that the stairs are not very readable. The down stairs look like up stairs to me and vice versa. The up/down stairs also look somewhat like down stairs to me. I love the new ground tiles, and the levers and walls look nice. Good job so far!
I experimented with the stairs and tried an approach similar to Jecowa's Gemset https://imgur.com/onH6y5n (https://imgur.com/onH6y5n)
Taffer, I'm not sure if you'll read this, but I love your tilesets. They're my absolute favourite. Since you've retired I've taken your tileset and kitbashed it for my own use to learn how things work.
But I've hit a wall. I wanted to make the tileset TWBT compatible, nbut failed. I also wanted to know how did you make your ramps so sexy on that one screenshot from two pages prior.
As I was saying, not sure if you'll ever read it, but thank you for your work for us.
Hi Taffer,
I'm in my yearly DF period, and as always the first thing I did (after installing DF) was setting up your tileset. So as usual I'm paying my yearly visit for thanking you for this tileset that I find so cute :)
Honestly the dwarf letters was an awesome idea, it makes so much sense to my eyes I find it more vanilla than vanilla itself. I use the sans-serif version with hollow straight walls. I do not use the Taffer colours though, because they are too far from vanilla in my opinion (e.g. gold is not yellow) and instead I use DawnBringer which is a nice balance and works well with Taffer's tileset.
Anyway, excellent work, and I'm happy that despite your recent lack of time/motivation you stick to the "ASCII with benefits" philosophy.
Thank you!
All I want for Christmas is the ability to put this tileset on the premium version. The classic ascii option works but putting tilesets on top of it failed horribly when I tried earlier.10x10 Taffer worked OK for me (but is too small for my monitor).
whenever we get the ability, I plan on installing taffer again and never looking back :) Iv been using this probably since 2012 when you posted the topic. to me it IS vanilla df haha.