I was taken by a strange mood after being stung by a honey bee while changing one of my hives (seriously). This tileset is the result.
I am nothing if I am not heavily influenced by the skills and talents of others. This includes their awesome tilesets. I owe homage to Taffer, CowThing, Lemunde, Jack_Bread, Lord Dullard, Kenran, Teeto_K, etc. I like looking at what other people have done and it gives me a better understanding of things I can do to improve.
DF Version
(https://raw.githubusercontent.com/RogueYun/SimpleMood/master/data/art/16x16_sm.png)
ASCII Version
(https://raw.githubusercontent.com/RogueYun/SimpleMood/master/data/art/16x16_sm_ascii.png)
You can download the tileset, color scheme, installation instructions, and default init files from here (https://github.com/RogueYun/SimpleMood)
Screenshots (outdated):
(http://s12.postimg.org/jey4d01iz/example_001.png)
(http://s3.postimg.org/cxs8iwiwj/example_002.png)
(http://s23.postimg.org/hsqyprlkr/example_004.png)
(http://s3.postimg.org/pdy544r03/example_005.png)
My Color Scheme:
Backup and copy over your df/data/init/colors.txt with the following.
These are the display colors in RGB. The game is actually displaying extended ASCII characters in OpenGL, so you can modify the colors.
[BLACK_R:12]
[BLACK_G:12]
[BLACK_B:12]
[DGRAY_R:56]
[DGRAY_G:56]
[DGRAY_B:56]
[LGRAY_R:100]
[LGRAY_G:100]
[LGRAY_B:100]
[WHITE_R:198]
[WHITE_G:198]
[WHITE_B:198]
[BLUE_R:24]
[BLUE_G:24]
[BLUE_B:100]
[LBLUE_R:52]
[LBLUE_G:52]
[LBLUE_B:144]
[GREEN_R:32]
[GREEN_G:72]
[GREEN_B:36]
[LGREEN_R:72]
[LGREEN_G:136]
[LGREEN_B:68]
[CYAN_R:12]
[CYAN_G:68]
[CYAN_B:68]
[LCYAN_R:48]
[LCYAN_G:128]
[LCYAN_B:128]
[RED_R:88]
[RED_G:18]
[RED_B:18]
[LRED_R:128]
[LRED_G:22]
[LRED_B:22]
[MAGENTA_R:88]
[MAGENTA_G:20]
[MAGENTA_B:60]
[LMAGENTA_R:128]
[LMAGENTA_G:56]
[LMAGENTA_B:80]
[BROWN_R:80]
[BROWN_G:76]
[BROWN_B:40]
[YELLOW_R:172]
[YELLOW_G:164]
[YELLOW_B:56]
Legal Stuff: I'm placing this work in the public domain. (At least am attempting to). You are free to use and distribute this work any way you see fit. I'd still like to hear and see what you do with it, but you are welcome to do as you please.
(http://i.creativecommons.org/p/zero/1.0/88x31.png)
Licence (http://creativecommons.org/publicdomain/zero/1.0/)
Older Stuff, Including the 12x12 and 15x15 tilesets:
*edit* I tend to be using (and therefore focusing) on the 16x16 tileset. I haven't been getting much feedback on the others so I have given them a new home in the old stuff graveyard. *edit*
Update 2014 10 31 12x12 Graphic Version:
(http://s22.postimg.org/8ffma7jnl/12x12_sm.png)
Update 2014 10 31 15x15 ASCII Version:
(http://s30.postimg.org/gewisl6q9/15x15_sm.png)
Update 2014 11 17 16x16 ASCII Version... Kinda?:
(http://s29.postimg.org/fibyrma0n/16x16_sm.png)
Notes Specifically for the 16x16 version:
You don't have to make these, but I recommend the following changes in your your data/init/d_init.txt file:
PILLAR_TILE:10
and
TREE_TRUNK_PILLAR:255
TREE_TRUNK_PILLAR_DEAD:255
TREE_CAP_PILLAR:255
TREE_CAP_PILLAR_DEAD:255
Screenshots:
(http://s29.postimg.org/gk508x8cn/trees.png)
(http://s29.postimg.org/inffgl85j/walls01.png)
(http://s29.postimg.org/akh959nk7/walls02.png)
(http://s30.postimg.org/te21o2oj5/trees01.png)
(http://s30.postimg.org/sd6ecowxd/trees02.png)
*Edit 2014 10 23* I decided to do a 16x16 ASCII version? Kinda? I also updated the 12x12 version. It looks a lot smoother to me now. I think I'm going to make an ASCII version and a graphic version for each.
*Edit 2014 11 17* I have been focusing a lot of my efforts on the 16x16 tileset. It might be because of my weak eyes. I just today realized people are actually sending me messages asking permission to use the 12x12 and 16x16 tilesets in various fashions. Just so you know, you are most welcome to do so. I would be highly flattered! If you make an offshoot tileset that's even better! Feel free to post links to your threads here as well. I don't always realize I have messages pending and I would love to see where my tileset is going and what it is being used for.
I made some adjustments myself, mostly to suit my own personal tastes. I changed the angled walls to slanted walls and added a subtle transparent background to make ground tiles more distinguishable from each other.
(http://i.imgur.com/GPvuCbR.png?1)
(http://i.imgur.com/137qP7r.png?1)
With transparent background:
(http://i.imgur.com/rONLKSe.png)
And without:
(http://i.imgur.com/OMSekOv.png)
Also you should advise people to change their pillar tile to 10. The 'O' works but the tile at position 10 looks a lot better and I'm pretty sure it's not even being used anywhere else.
Hmmm, on a hunch I grabbed a shot of your 16x16 one and sized it up a bit, I think I was a little overzealous with the transparency mask when I was removing the artifacts from upscaling it, but it turned out WAY better than any other attempt I made at a direct upscaling, the art style works wonderfully for it as I suspected.
(http://i.imgur.com/nC8OZdO.png)
I tried to pull my overrides out but I think I missed some, still though, it didn't look bad at 24x24, though I'd switch from the colors I was using, and of course try to clean up some of the shading I think I killed inadvertently.
(http://i.imgur.com/4nqRFRB.png)
Love the aesthetic you have going on, sorry about mangling it a bit, but like I said, it'll upscale easily.
Here's a couple more screenshots for you. I think this should be enough to give you an idea of what the tileset is all about.
(http://i.imgur.com/gio9oLR.png?1)
(http://i.imgur.com/d0Bgi43.png?1)
Thanks for the positive feedback! I appreciate it! And I was thinking what wonderful weapons nobles would make at high speeds.
Sorry I take so long between posts. I don't have direct access to the Internet.
I've made some minor modifications to help improve the 16x16 tileset. I'm sticking with the beveled walls at the moment. It seems to work best with trees and such. But if you think the sharper corners look better or have ideas on anything else I would love to hear them! If you have a better design or want to make certain modifications of any tile I would love to hear and see what you would change.
Here is an updated version.
(http://s30.postimg.org/5ge1hfr8h/16x16_sm.png)
You don't have to make these, but I recommend the following changes in your your data/init/d_init.txt file:
PILLAR_TILE:10
and
TREE_TRUNK_PILLAR:255
TREE_TRUNK_PILLAR_DEAD:255
TREE_CAP_PILLAR:255
TREE_CAP_PILLAR_DEAD:255
Trees and pillars look something like this:
(http://s29.postimg.org/gk508x8cn/trees.png)
(http://s29.postimg.org/inffgl85j/walls01.png)
(http://s29.postimg.org/akh959nk7/walls02.png)
I don't have time to update the first post.. I'm sorry. But feedback is always appreciated.
I am at an impass and I could use your good judgement.
Please look carefully at the next two pictures and tell me which you prefer: A, B, or neither one.
A:
(http://s4.postimg.org/dfxfnsiu5/image.png)
B:
(http://s4.postimg.org/sq1w8q3q5/image.png)
Can't see a difference?
In one of the images there is a very subtle blur (or at least I tried to make it subtle). It is much easier for me to work without the blur, but I noticed this blur made Bisasam's tileset (http://dwarffortresswiki.org/images/f/f6/Bisasam_20x20_ascii.png) appear particularly smooth. If you can't see it clearly, here is an example image that I blew up for you to look at.
(http://s16.postimg.org/6f8n8b2ed/example.png)
I'd like to know some other's opinions on the matter before I go to far doing one or the other.
16x16 ASCII Tileset Updated 2014 11 24:
(http://s30.postimg.org/s7ua3bmcf/16x16_sm.png)
I recommend the following changes in your d_init.txt file:
PILLAR_TILE:10
TREE_TRUNK_PILLAR:10
TREE_TRUNK_PILLAR_DEAD:10
TREE_CAP_PILLAR:10
TREE_CAP_PILLAR_DEAD:10
Screenshots:
(http://s29.postimg.org/4v1nqimlh/capture01.png)
(http://s29.postimg.org/id8k2syqt/capture02.png)
(http://s9.postimg.org/axydg17tp/capture03.png)
(http://s9.postimg.org/z2z2xqs4d/capture04.png)
(http://s29.postimg.org/ka9vl4esl/capture05.png)
(http://s29.postimg.org/ae8slh90l/capture06.png)
(http://s29.postimg.org/o9733y3fp/capture07.png)
(http://s29.postimg.org/q29zs9omd/capture08.png)
(http://s29.postimg.org/jr4sbundx/capture10.png)
I see the one image in the spoiler with a gap under it about the right size for a 16x16 tileset block.
(http://i.imgur.com/F80yQ8P.png)
2015 05 26 Pure ASCII Version:
(http://s8.postimg.org/j9gky20b9/16x16_sm.png)
This version was just to appease my conscience about creating a pure ASCII version. Nothing more, nothing less.
Screenshot:
(http://s14.postimg.org/abmpweq41/example.png)
Thanks for the compliment! I worked a loooong time trying to figure out what to do about trees and pillars :/ Even still there are some major imperfections. For example, trying to designate the trees for cutting makes it look much less appealing with the four corners now being single pixels and it resembling a wild bee/ant hive... *sigh* In any case, you are welcome to use and improve upon anything you like that I do. I know I could certainly learn a thing or two from you. >.>
Screenshot:
(http://s24.postimg.org/3pxl7x1c5/example.png)
I saw a person using my tileset in a post and feeling somewhat ashamed at my slothfulness I felt inspired to try to make the tileset look a little better.
I updated the tileset with some very small changes. The only big change being the military dwarf is now a Magnetoish floating helmet.
Tileset Updated 2015 07 19:
(http://s9.postimg.org/aypckgqyn/16x16_sm.png)
I also updated it on the tileset repository (http://dwarffortresswiki.org/index.php/Tileset_repository) and in the first post.
Screenshots:
(http://s12.postimg.org/jey4d01iz/example_001.png)
(http://s3.postimg.org/cxs8iwiwj/example_002.png)
(http://s23.postimg.org/hsqyprlkr/example_004.png)
(http://s3.postimg.org/pdy544r03/example_005.png)
My Color Scheme:
Backup and copy over your df/data/init/colors.txt with the following.
These are the display colors in RGB. The game is actually displaying extended ASCII characters in OpenGL, so you can modify the colors.
[BLACK_R:12]
[BLACK_G:12]
[BLACK_B:12]
[DGRAY_R:56]
[DGRAY_G:56]
[DGRAY_B:56]
[LGRAY_R:100]
[LGRAY_G:100]
[LGRAY_B:100]
[WHITE_R:198]
[WHITE_G:198]
[WHITE_B:198]
[BLUE_R:24]
[BLUE_G:24]
[BLUE_B:100]
[LBLUE_R:52]
[LBLUE_G:52]
[LBLUE_B:144]
[GREEN_R:32]
[GREEN_G:72]
[GREEN_B:36]
[LGREEN_R:72]
[LGREEN_G:136]
[LGREEN_B:68]
[CYAN_R:12]
[CYAN_G:68]
[CYAN_B:68]
[LCYAN_R:48]
[LCYAN_G:128]
[LCYAN_B:128]
[RED_R:88]
[RED_G:18]
[RED_B:18]
[LRED_R:128]
[LRED_G:22]
[LRED_B:22]
[MAGENTA_R:88]
[MAGENTA_G:20]
[MAGENTA_B:60]
[LMAGENTA_R:128]
[LMAGENTA_G:56]
[LMAGENTA_B:80]
[BROWN_R:80]
[BROWN_G:76]
[BROWN_B:40]
[YELLOW_R:172]
[YELLOW_G:164]
[YELLOW_B:56]
Feedback is certainly most welcome and appreciated! I hope those of you who use it enjoy it!
I know I go back and forth, up and down, and here and around a lot, so I apologize. I made some modifications to some tiles, namely the clubs symbol (Flowers), the 1/4 (leaves, branches, and roots), and the cent sign (Hatch Covers). Either they just weren't simple or bold enough to suit my fancy, or they just didn't look quite right. I also made some corrections to some letters. For example I never noticed that the letter "G" was thinner than the rest of the capital letters until now. Also the letters utilizing "i". I don't think I'm very good at this at creating tilesets... but I'm drawn to doing it anyway. :/
Tileset Updated 2015 08 18
(http://s8.postimg.org/sgnd2nmpx/16x16_sm.png)
Screenshots
An example of the different kinds of hatch covers you should run into.
(http://s8.postimg.org/iog3j9mf9/example_001.png)
An example of the trees, It is also pretty clear that I am using TWBT in these examples. Your screen will look different.
(http://s8.postimg.org/mm3d8o98j/example_002.png)
Thanks everyone for your positive feedback. Any comments or criticisms are welcome.
I have not yet fully commited to an updated version of the tileset. I kept getting distracted by one problem or another. I'd like to share with you this tangent I'm going on so that either you can take pains to stop me or give me some encouragement. I'm kinda scared I might be going off the deep end! Here is what I am currently looking at.
Tileset:
(http://s22.postimg.org/v1yyvey6p/16x16_sm_ascii.png)
Example:
(http://s23.postimg.org/bdlvu4ud7/example_012.png)
I'm testing out a lot of changes in my attempt to make a truly basic ascii tileset. I'm trying to dig down to the roots of it's construction.
The walls, for the moment, no longer have rounded edges. This is a direction that I find myself reluctantly believing is for the better. I might make it so that the df version of the tileset retains the rounded edges and have the ascii version keep the sharp edges? Really this is a tough call to make.
The greek letters look better to me, but I've been staring at them for a while now and my mind has a tough time seeing the out of the box perspective.
I adjusted the question mark and its reverse form. The old ones looked a bit goofy to me.
I really want to thank PopTart for sending me an example of his modified version of my tileset. It contained most of the features he recommended and it helped me get a much needed new perspective! It looks very, very nice! If any of you are curious as to what it looks like perhaps if we were to ask him nicely he might post it here.
Came across this lovely Counter-Strike font (http://www.fonts4free.net/images/co/counter-strike-font-charmap.png) while perusing for for helpful material. It looked like a possible end to what I was striving for in my own tileset, so borrowing heavily from it I adapted it to my own works. What say you?
Lookin good!
(https://i.imgur.com/JIySGVc.png)
My only complaint is maybe the new &
It looks weird, idk.
So i guess my search has finally ended, here it is, the perfect balance between "looking good" and "stay classic". Thank you for this beautiful tileset, Rogue Yun. I am really tempted to switch to it. The one thing i would change is the dwarves symbols, for some reason i can only accept those that close enough to the original representation. Also old "&" works better for me and "@" feels off. Anyway, great stuff.
============
I thought i made it better. I dunno.
(https://i.imgur.com/2kQgm63.png)
============
Theta/8 situation
(https://i.imgur.com/vpTcmXS.png)
============
A better 7 maybe.
(https://i.imgur.com/rVoLJ83.png)
I've made some other questionable "improvements", and then returned to the original curses tileset for some mad experiments. I guess i never will be fully satisfied.
The Weasleman necromancer necromancer gestures!
The forum thread shudders and begins to move!
Going on 10 years and this still my all time favorite tileset. So much so that it actively impeded my efforts to transition to v50 until I was able to start using it again.
If anyone wants to use this(and any other square font, if you see this) in v50 setting BASIC_FONT to curses 800x600, or any 10x12 tileset will get around the broken mouse interactions at different zoom levels while still looking good. You'll likely need to tweak the grid width and height settings a little to get the zoom steps you want. (at 1080p I use a width of 176 and height of 72 to keep track of food and drink stocks while being a comfortable size to read)
(https://steamuserimages-a.akamaihd.net/ugc/2495633213088605251/769447F062FB61FDEFDEBE71B7AB5E9A96472DF6/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false)