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Author Topic: Ironhand's Graphics Set (on Hiatus)  (Read 1216034 times)

TealThanatos

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Re: Ironhand's Graphics Set (elephants!)
« Reply #1095 on: July 01, 2010, 02:40:23 am »

I Prefer the old side on cages personally, rather than the 3d ones... tbh I prefer flat to 3d in most all the graphics... like how the chests and cabinets are :)

EDIT: Any idea when we can expect an updated download? I'm dying to see all this awesomeness in my own fort! :D
« Last Edit: July 01, 2010, 02:44:53 am by TealThanatos »
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ILikePie

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Re: Ironhand's Graphics Set (elephants!)
« Reply #1096 on: July 01, 2010, 03:14:45 am »

I agree with TealThanatos, the cage looks incredible, but the 3dness doesn't really fit in with the rest of the graphics.
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TealThanatos

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Re: Ironhand's Graphics Set (elephants!)
« Reply #1097 on: July 01, 2010, 03:44:21 am »

Yeah, it's not like the cage looks bad, it doesn't, it looks great, but mixing 3d and 2d graphics will start to look strange, it has to be all one or the other... Personally 2d fits best... that's Dwarf Fortress after all! ;)
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Vince

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Re: Ironhand's Graphics Set (elephants!)
« Reply #1098 on: July 01, 2010, 03:47:58 am »

TealThanatos: I'm with you in the matter of more distinguishable ores. Although I'd prefer Ranting Rodent's approach, because it uses graphics instead of icons.

So: PLEASE give us ore symbols, differentiated by value, oh mighty Ironworm! :D
(you can even recycle his raws to have value thresholds, that's what I did - makes the whole thing more compatible and easier to learn for coverts ;) )

cage: I like 2d better. The perspectives are more consistent that way, i think.
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Prastary

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Re: Ironhand's Graphics Set (elephants!)
« Reply #1099 on: July 01, 2010, 03:51:14 am »

I'm afraid that with WormSlayer and Ironhand working together there will be less Ironhand in Ironhand. Ironhand has a specific style, and WormSlayer has another specific style, both are great (I personally prefer Ironhand), and it would be better if two such great 'artists' would compete with each other, each in his own style. But now I only have hope that one of them will not stop realising his vision when the second will finish some graphics, and vice versa.
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TealThanatos

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Re: Ironhand's Graphics Set (elephants!)
« Reply #1100 on: July 01, 2010, 05:09:34 am »

I think they mesh rather well :)
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Ironhand

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Re: Ironhand's Graphics Set (elephants!)
« Reply #1101 on: July 01, 2010, 05:56:34 am »

Wow, I missed so much!

A few quick answers before breakfast:

0.42 will be released sometime TODAY.

I don't see my relationship with the Worm as a competitive one at all.
I think this collaboration will not only increase the quality of my set,
but also at least double the speed with which it is updated and grown.

I'm off to breakfast. I'll be back in a bit and I'll answer everything else.
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Ironhand

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Re: Ironhand's Graphics Set (talk to the Hand)
« Reply #1102 on: July 01, 2010, 07:16:29 am »

Okay, let me go down through the list and give some responses:

Ore doesn't stick out from stone.

I guess I tend to gravitate towards gritty, similar, blending stone tiles.
I like a realistic wall enough that I sacrifice playability for it...
Now that I've figured out how to paint transparent tiles better,
I will go back and repaint a bunch of my old ore and stone tiles.
I think if they've got some real transparencies to them, they'll be way better.
Not for this release, though.

Gems could use some love too. Maybe make them diamond shaped?

I love this idea. The gems we've got right now I snatched from somebody else.
I think this would be a great thing for WormSlayer to make for me, actually.
WormSlayer: you render it at 4 different sizes (maybe 6, 9, 12, and 14 pixels tall),
and I'll slap some magic backgrounds down behind them and put in the shines and stuff.

Are our ceaseless comments and suggestions and critiques a good thing?

They most certainly are! Keep it coming! Challenge us to make nothing less than the best graphics set ever!

WormSlayer: Hey, lookit; I made some stuffs! *stuffs stuffs stuffs*

Oooo, them's some lovely stuffs. More specifically:
Chest: maybe a little weird... bit it's an improvement.
Cabinet: lovely. I feel like it could be even better, though.
Mechanisms: Hot.
New workshop tile: HOT.
New levers: H. O. T.
New cage: Lovely, but I think I agree with the gents.

Some praise and stuff.

Yay. We love you too. <3

Now I'm off to finish up 0.42.

Get excited.

Think Deep.
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Vince

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Re: Ironhand's Graphics Set (talk to the Hand)
« Reply #1103 on: July 01, 2010, 07:25:36 am »

Okay, let me go down through the list and give some responses:

Ore doesn't stick out from stone.

I guess I tend to gravitate towards gritty, similar, blending stone tiles.
I like a realistic wall enough that I sacrifice playability for it...
Now that I've figured out how to paint transparent tiles better,
I will go back and repaint a bunch of my old ore and stone tiles.
I think if they've got some real transparencies to them, they'll be way better.
Not for this release, though.

If that's the case: would you mind if I did an alternate version that would consist of the value-differentiated ores I keep whining about? :D
It would consist of different stone raws and a changed tileset.

Edit: Is it just me or are the capital letters not vertically aligned? (visible in the ESC-menu)
« Last Edit: July 01, 2010, 07:34:47 am by Vince »
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Ironhand

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Re: Ironhand's Graphics Set (the Hand talks)
« Reply #1104 on: July 01, 2010, 07:42:54 am »

Eh, I think everybody else wants value-differentiated ores too.
So I'll probably end up doing that myself anyway.

And... I hope they're aligned. I thought I fixed that.
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Vince

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Re: Ironhand's Graphics Set (the Hand talks)
« Reply #1105 on: July 01, 2010, 07:48:42 am »

Eh, I think everybody else wants value-differentiated ores too.
So I'll probably end up doing that myself anyway.
Hehe, ok then.
And... I hope they're aligned. I thought I fixed that.
Yes, the horizontal alignment. But not the vertical.
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Flick

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Re: Ironhand's Graphics Set (the Hand talks)
« Reply #1106 on: July 01, 2010, 08:59:42 am »

First, thanks for this wonderful graphics set, it rules!

One problem I'm having is pretty low contrast for  highlighted text in some/most menus.
Not sure if I'm just blind, or if it is a problem with my monitor or something, but in e.g.
in the military screen I'm having a hard time figuring out which column is highlighted.

Other than that, and of course the hardly distinguishable ores/gems/stone, it's pretty much perfect :D
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Ironhand

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Re: Ironhand's Graphics Set (the Hand talks)
« Reply #1107 on: July 01, 2010, 09:06:35 am »

Yeah... that's just a problem with my color scheme.
The worst one is green vs. light green (like the military screen).
Maybe I'll change them a little bit for this release.


Vince: I slid the capital letters sideways a bit so that
there wouldn't be gaps at the beginning of words.
Kind of a band-aid for the monospaced font.
Do you not like it? Should I move them back?


...
Anyway, I put bricks behind text, with transparent shadows:



And I also put some bricks on that
tile right before the alphabetic characters.
And apparently, that one's used for menus:



(not ones like the z-menu; just sidebar menus)

I think it's pretty awesome.


But then I went and looked underground...

Spoiler (click to show/hide)

Whoops.

I guess that might be distracting...
I dunno, though, it's almost worth it.

Maybe I could make it darker or something?

Or maybe I'll release it this way and you guys can
try it out and see if you like it or if it's too confusing.

What do you guys think?
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Sean Mirrsen

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Re: Ironhand's Graphics Set (the Hand talks)
« Reply #1108 on: July 01, 2010, 09:12:28 am »

I actually thought of this when you made the numbers. In my opinion it's great, but it'll have to be a darker shade to be less distracting. It'll be perfect if Toady allows the underground to be custom tiles instead of preset ones.
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Wavecutter

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Re: Ironhand's Graphics Set (the Hand talks)
« Reply #1109 on: July 01, 2010, 09:13:47 am »

Is that large area of brick smoothed stone floor? If it is, cool. If not, I must say I don't like so much.
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