Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 206 207 [208] 209 210 ... 329

Author Topic: Ironhand's Graphics Set (on Hiatus)  (Read 1215768 times)

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: Ironhand's Graphics Set (0.31.18 version out!)
« Reply #3105 on: December 15, 2010, 05:05:24 pm »

I'd also like several tiles for various ore values if that is possible.
Logged

Igfig

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (0.31.18 version out!)
« Reply #3106 on: December 15, 2010, 05:51:11 pm »

I agree that it would be great to have more recognizable ore, but please, don't do it like Phoebus with the icons.  It really messes with my suspension of disbelief when every piece of ore comes out of the wall with a little price tag attached to it.

Maybe if ores had high contrast tiles and regular rocks had low?  That would make the differences really obvious, but in a subtle way.  You could do it by keeping some tiles for ore and others for stone, but you could also do it just by setting mineral colours so that ores have one light and one dark, whereas stones have two lights or two darks.

If you do go the "separate tiles" route, the tiles I'd like to see:
- Iron ore / adamantine
- Precious ores (value 30+)
- Semiprecious ores (value 3+), although this one isn't too important
- Other ores (value 2)

Dedicated tiles for obsidian/flux/coal/gypsum/etc. would be nice too, but you could just shuffle around some existing tiles for that instead of making new ones.

Aklyon

  • Bay Watcher
  • Fate~
    • View Profile
Re: Ironhand's Graphics Set (0.31.18 version out!)
« Reply #3107 on: December 15, 2010, 05:57:22 pm »

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

Silophant

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (0.31.18 version out!)
« Reply #3108 on: December 15, 2010, 06:19:06 pm »

There is exactly one reason why I use this graphics set instead of Phoebus's. You don't have the value symbols on the ores. In addition to wrecking my suspension of disbelief, I mod my ore values to be more sane. (Why is the most common metal in the game the same value as silver?) Please please please don't use icons.
Logged

Vince

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (0.31.18 version out!)
« Reply #3109 on: December 15, 2010, 07:30:21 pm »

I third Igfig.
It don't have to be icons - little pebbles of ore increasing in size would be nice, for example.
So it looks realistic, but you can differentiate the valuable from the worthless ore deposits more easily.
« Last Edit: December 15, 2010, 07:32:23 pm by Vince »
Logged

Aklyon

  • Bay Watcher
  • Fate~
    • View Profile
Re: Ironhand's Graphics Set (0.31.18 version out!)
« Reply #3110 on: December 15, 2010, 07:31:06 pm »

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

Slye_Fox

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (0.31.18 version out!)
« Reply #3111 on: December 15, 2010, 08:13:30 pm »

Just to let people know; when I meant Icon, I was referring to like how the gems are done.
I mentioned Phoebus' set because he has different tiles for ore and stone/soil.

I wasn't saying a design breaking icon should be added, just that ore should be easier to tell apart from other stuff.
Logged

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: Ironhand's Graphics Set (0.31.18 version out!)
« Reply #3112 on: December 15, 2010, 08:14:45 pm »

Indeed, I like how you can visually tell the more expensive/valuable gems from the lesser while still 'in the stone', like star sapphire from ordinary sapphire.
Logged

Ironhand

  • Bay Watcher
  • the llama is laughing
    • View Profile
Re: Ironhand's Graphics Set (0.31.18 version out!)
« Reply #3113 on: December 16, 2010, 09:28:55 am »

Wow, people are pretty excited about this stuff!

Okay, I'll see if I can't come up with something that satisfies everybody.
Logged

Elu

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (0.31.18 version out!)
« Reply #3114 on: December 16, 2010, 11:11:38 am »

here's the two pennies from a longtime lurker:

i think it's kind of an aesthetics vs. functionality deal, while the Phoebu's-icon style is great when deciding in a glance where to mine, the Ironhand's one allow a more eye-pleasing blending between the various type of ore/stone/whatever.

so i second
Maybe if ores had high contrast tiles and regular rocks had low?  That would make the differences really obvious, but in a subtle way.  You could do it by keeping some tiles for ore and others for stone, but you could also do it just by setting mineral colours so that ores have one light and one dark, whereas stones have two lights or two darks.

Dedicated tiles for obsidian/flux/coal/gypsum/etc. would be nice too, but you could just shuffle around some existing tiles for that instead of making new ones.

if you want differentiate ores from rock.
 my opinion however is that your is the most pleasant pack to see as it is now, so just add detail or polish imperfection, without changing the style...
Logged
Dwarf Fortress, a game which learning curve is a Himalayan trail covered in blood. and alcohol. on fire.

English is not my mother tongue, please point out my mistakes and help me improve it : )

DeltaRomeo

  • Escaped Lunatic
    • View Profile
Re: Ironhand's Graphics Set (0.31.18 version out!)
« Reply #3115 on: December 16, 2010, 09:46:48 pm »

I give up, I've been skimming this thread from back to front and can't find anything, this is my second tileset I've downloaded and I can't figure out what I'm doing wrong. My dwarfs look monotone and my critters are letters =( This is a new world I just created with this tileset.

http://img819.imageshack.us/i/72680806.jpg/

Any suggestions?
Logged

Aklyon

  • Bay Watcher
  • Fate~
    • View Profile
Re: Ironhand's Graphics Set (0.31.18 version out!)
« Reply #3116 on: December 16, 2010, 09:50:09 pm »

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

DeltaRomeo

  • Escaped Lunatic
    • View Profile
Re: Ironhand's Graphics Set (0.31.18 version out!)
« Reply #3117 on: December 16, 2010, 09:57:10 pm »

have you modded anything?
No, I haven't changed anything, just extracted it and created a new world.
Logged

Aklyon

  • Bay Watcher
  • Fate~
    • View Profile
Re: Ironhand's Graphics Set (0.31.18 version out!)
« Reply #3118 on: December 16, 2010, 10:04:16 pm »

Do you have it set to use ironhand.png, not your other tileset for the graphics?
Code: (Look in init.txt, something like this) [Select]
[GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:800]
[GRAPHICS_WINDOWEDY:600]
[GRAPHICS_FONT:ironhand.png]
[GRAPHICS_FULLSCREENX:0]
[GRAPHICS_FULLSCREENY:0]
[GRAPHICS_FULLFONT:ironhand.png]
[GRAPHICS_BLACK_SPACE:YES]
Logged
Crystalline (SG)
Sigtext
Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

DeltaRomeo

  • Escaped Lunatic
    • View Profile
Re: Ironhand's Graphics Set (0.31.18 version out!)
« Reply #3119 on: December 16, 2010, 10:10:24 pm »

My init file looks identical to that  :-\

EDIT: Here's my init file
Code: [Select]
[SOUND:YES]

[VOLUME:255]

[INTRO:NO]

[WINDOWED:YES]

[WINDOWEDX:80]
[WINDOWEDY:25]
[FONT:curses_640x300.png]

[RESIZABLE:YES]

[FULLSCREENX:0]
[FULLSCREENY:0]
[FULLFONT:ironhand.png]

[BLACK_SPACE:YES]

[GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:0]
[GRAPHICS_WINDOWEDY:0]
[GRAPHICS_FONT:ironhand.png]
[GRAPHICS_FULLSCREENX:0]
[GRAPHICS_FULLSCREENY:0]
[GRAPHICS_FULLFONT:ironhand.png]
[GRAPHICS_BLACK_SPACE:YES]

[PRINT_MODE:2D]
Mode examples:
PRINT_MODE:2D
PRINT_MODE:TEXT
PRINT_MODE:FRAME_BUFFER
PRINT_MODE:PARTIAL:0
[SINGLE_BUFFER:NO]

[TRUETYPE:YES]

[TOPMOST:NO]

[FPS:NO]

[FPS_CAP:100]

[G_FPS_CAP:50]

[ARB_SYNC:NO]

[VSYNC:NO]

[TEXTURE_PARAM:LINEAR]

[PRIORITY:NORMAL]

And then other non-important stuff
« Last Edit: December 16, 2010, 10:15:18 pm by DeltaRomeo »
Logged
Pages: 1 ... 206 207 [208] 209 210 ... 329