A few questions though:You might want to check this out (http://www.bay12forums.com/smf/index.php?topic=94528). He's looking for some help too (http://www.bay12forums.com/smf/index.php?topic=94528.msg3083514#msg3083514).
Anyone know of a way to separate floor-tiles from text-periods without using true-type? (TT isn't visually incompatible with non-0,0,0 black)
SQUARE TILES PLEEEEASE
This reminds me a lot of Brogue, was that the intention? Because Brogue is a cool thing.
Wow! Fantastic work! I really like how it looks at night, it actually has that 'nighttime' feel.
I'm not sure if I'm a fan of the bogeyman tiles though, they could be bigger.
This is incredibly unique and it looks very nice, definitely gonna play around with it for a bit.
I would say the sand tiles are made to look metallic in-game though. Init wise your FPS's are somewhat low compared to what a lot of people play at, nothing major just saying for others you might want to make sure to adjust that to your preferred rate, and you should have blackspace on YES as it prevents your tileset from getting blurry/stretched randomly in spots even at the correct zoom size.
This is gonna be my favorite tileset. I know it.
Edit: ... If it wouldn't stop crashing the computer I'm on.
Praise from me as well, as this is new. I would like to request to add this as a optional tileset for my mod. Because now I can do Ascii, Ascii+ (vherid) and Jolly Bastion, all with one set of raws. This might even convince me to finally go through the work and do this.
This is gonna be my favorite tileset. I know it.
Edit: ... If it wouldn't stop crashing the computer I'm on.
Figured it out. When I installed the graphics pack DF automatically opened in fullscreen. I need to figure out a way for that to not happen.To disable auto-fullscreen, go to (dwarf fortress directory)/data/init, open init.txt, and set [WINDOWED:NO] to [WINDOWED:YES].
But also, using transparencies and gradients for your ramps and such, so fucking beautiful.
I really love the colors and font, but the dwarves should have beards!I assumed they were happier without them.
So I'm still having some crash issues. Is there anything about this tileset that would strain an older computer or could there be something in the inits that gets screwed up during its installation.
Files modified
...
raw/objects/plant_standard.txt[Changes shrub tile to not interfere with quotation marks]
I'm not sure why, but since installing this the game will often become "unfocused" when I use the shift key to move the cursor faster. It's rather irritating having to pick up my mouse to refocus Dwarf Fortress.
What on earth could be causing this?
I'd also love for the dwarves to be bearded. :)
I changed the render mode (in init.txt) to standard to ensure full-screen works on OSX, try changing it to 2D (and play windowed if you're on a Mac).
I really like this Alexander, it's very original.
@Rushmik: If the shift key is changing the zoom, maybe there's something wrong with your keybindings? I not sure how this would have happened though.
Any plans for barrel, mechanism and hatch tiles? I'm surprised you don't have them. The latter two as tiles, in my experience, mess up the occasional name somewhere, but this is rare, and screw pumps aside there's little consequence to having a barrel tile over the ascii in my experience. That specific tile will need to be inverted, as a heads up.
Any plans for barrel, mechanism and hatch tiles? I'm surprised you don't have them. The latter two as tiles, in my experience, mess up the occasional name somewhere, but this is rare, and screw pumps aside there's little consequence to having a barrel tile over the ascii in my experience. That specific tile will need to be inverted, as a heads up.
Jolly Bastion Warm Colorset
...The colors I found pretty interesting as well, I did play around with my own schemes though and my colors are far too dark for his tileset, so I wanted to have my warm scheme transfer over and work for his tileset. I've received his permission to post this here as he was also a fan of my tiles and colors up till he made JB, so I give you: Warm Jolly Bastion. Colors were brightened up to match the tileset, and some were slightly altered.
(http://localhostr.com/file/UZ50E24/Jolly%20Bastion%20Warm.png)
Preview:Color code:Spoiler (click to show/hide)Spoiler (click to show/hide)
Um, why did you make stones almost invisible? Is there any way to change it myself?
Um, why did you make stones almost invisible? Is there any way to change it myself?
I think the stones are fairly visible myself, but I digress. Edit the eighth tile from the left on the top row, just to the right of the trees.Thanks.
I would like to request permission to use this as the default tile-set (with credits to you) for an upcoming conversion mod I plan to release, as it is excellent and well suited for what I intend to accomplish. :D
Would you be okay with me including this with Lazy Newb Pack (http://www.bay12forums.com/smf/index.php?topic=59026.0)?
I made a test add-on pack with it here (http://www.bay12forums.com/smf/index.php?topic=59026.msg3098566#msg3098566) just to see how things might work (you have to have the base pack first)
...That said, here's the current versions of the colours + 9x12 tileset for everyone. I'm moving house today, so I won't have internet for about a month. So at least people can install these fixes if the release version is too annoying.
...
Thanks.
Also:
(http://s14.postimage.org/m9p1f3ni5/image.png) (http://postimage.org/)
The encircled are muddy obsidian walls (yes I/m a dirty cheater), the tiles north of them are muddy floors, the same happens when blood spatter gets on them. Furthermore while there was water some mud tiles would be placed over it effectively hiding the amount of disaster.
I'm not sure why, but since installing this the game will often become "unfocused" when I use the shift key to move the cursor faster. It's rather irritating having to pick up my mouse to refocus Dwarf Fortress.
What on earth could be causing this?
I'd also love for the dwarves to be bearded. :)
I would like to request permission to use this as the default tile-set (with credits to you) for an upcoming conversion mod I plan to release, as it is excellent and well suited for what I intend to accomplish. :D
Would you be okay with me including this with Lazy Newb Pack (http://www.bay12forums.com/smf/index.php?topic=59026.0)?
I made a test add-on pack with it here (http://www.bay12forums.com/smf/index.php?topic=59026.msg3098566#msg3098566) just to see how things might work (you have to have the base pack first)
Also:
(http://s14.postimage.org/m9p1f3ni5/image.png) (http://postimage.org/)
The encircled are muddy obsidian walls (yes I/m a dirty cheater), the tiles north of them are muddy floors, the same happens when blood spatter gets on them. Furthermore while there was water some mud tiles would be placed over it effectively hiding the amount of disaster.
I hope the move went well for you, Alex!
Does this pack work with the 34.06 update? I know it edits one of the raw's, not sure if that conflicts with the update or not.
You like my stoic humans? haha. That face is perfect for the traders. I'm excited to try this out though, quite a few changes.I sure do! :D
The new one looks great! Would love a 12x12 version when you get the time. Cheers for the excellent work.Yep, when the release rolls around it will have a 12x12 version, it's just faster to do versions for testing changes on only the 9x12. :)
I mainly had berserk dwarves in mind though, looked hilarious having the one non-smiley guy beating up all his friends for being too happy.
Does this pack work with the 34.06 update? I know it edits one of the raw's, not sure if that conflicts with the update or not.
Yep, works fine for me, at any rate. :P
Does this pack work with the 34.06 update? I know it edits one of the raw's, not sure if that conflicts with the update or not.
Yep, works fine for me, at any rate. :P
Any chance you could give us a quick "I'm too stupid to figure it out myself" explanation on how to get the 34.06 update into the Mac app you provided?
it looks like a monorail.
The new update is out! I tried it with these tiles. The minecart tracks use the same texture as smooth walls, which makes it a little bit confusing, and it looks like a monorail.Yeah, I'm working on a solution, with any luck I'll have at least hacky "texture-rails" going tomorrow, and will worry about the full directional things afterwards. I have at most 20 spare tiles, with 31 tiles necessary for perfect rail graphics, so it'll definitely be an interesting challenge (I'll probably try to overlap with rivers, like other people are trying)
I love it. How would i go about putting a creature tile set on it?If you have a set in mind that is 9x12 or 12x12, it's as simple as pasting in the /raw/ directory from that set (both in the root, and your save game, mind you!).
I would like to have a more squared grid. Rectangles look funky when trying to build symmetrically :PA 12x12 square version is included, there just aren't any screenshots of it on the front page. :P
Alternatively, to make your own set, check out the magmawiki, it has a great guide on how to create graphics sets.
I would like to have a more squared grid. Rectangles look funky when trying to build symmetrically :PA 12x12 square version is included, there just aren't any screenshots of it on the front page. :P
Where is the OSX App ? :-(
Alrighty, new version is up: grab it from the front page! :D
I couldn't find a two-rail solution for the tracks that I really liked, but at least I'll be putting your fortress on the map, just like Ogdenville, North Haverbrook and Brockway:
(http://www.alexanderocias.com/jollybastion/tracks.png)
No .app version anymore, I figure everyone on OSX is using Dwarf Builder (http://www.bay12forums.com/smf/index.php?topic=106974.0) by now.
As usual, 9x12 is recommended, 12x12 is included. Let me know if anything's wonky!
Alex, I just watched your show reel. Very impressive work. And then I realized you made "Loved!" I loved Loved! Keep up the great work; you've got some real talent.
Just wanted to post my appreciation for this pack. I don't know why more tilesets don't properly make the distinction between background tiles and 'important' tiles. It makes everything much easier to see, which in a game as complex as this, is no small boon!
Thank you for it! :)
I'd like to add that because of this pack, a friend of mine has begun playing the game a lot more. It's really clear and colorful, which helps determine what everything is without needing to K everything.
Would someone care to explain the Pinky Pie E->W Minecart Roller place-holder graphics? -.-
Wait, pinky pie? Now I'm curious. Probably not what it sounds like, but ASCII pinkamena would be great.
Thanks for the work! The tileset is beautiful!
i love the pack, it makes vanilla great looking, my only complaint is that mined stone looks like specks on the ground, i have to use K alot to see if i can build certain places without suspension. anyways, i love the pack, but mined stone could be better.
I just noticed: my room is haunted by ghosts. I have Apple stickers all over the place.
I would love to use this tileset, but for whatever reason I cannot seem to get it to work. How exactly do I get it to run in Lazy Newb Pack?
The problem here is that Jolly Bastion is an ASCII tileset, I think the Lazy Newb Pack might not be able to install those properly.
EDIT: A "graphics" folder was missing in the "raw" directory and I had to copy over the "cursor.png" and "cursor.bmp" files from the default ASCII tileset -- it now works perfectly from what I can tell. Here is a *.zip file with both configurations (9x12 and 12x12) which you should be able to use: Jolly Bastion 34.10v5 (Lazy Newb Pack).zip (http://www.mediafire.com/?38e48vvo62b0512).
If you grab the updated lazy newb pack (http://www.bay12forums.com/smf/index.php?topic=126076), this comes pre-set as one of the options, and you just have to choose it in the graphics menu.
Thats not an issue of this pack, but of the LNP. you should report it there, its a simple matter of inorganics having the wrong tile number. You probably updated the data/art files without updating the save/region/raw/object files, which is why they are not in sync. If you just pushed buttons on the LNP, then it needs to be updated to fix that.If you grab the updated lazy newb pack (http://www.bay12forums.com/smf/index.php?topic=126076), this comes pre-set as one of the options, and you just have to choose it in the graphics menu.
Just grabbed the newest LNP with Jolly Bastion but all the walls are letters, pretty sure this is not intended.
LNP Jolly Bastion: http://imgur.com/KeQAbIF
ASCII Original: http://imgur.com/EP19XmI
Thats not an issue of this pack, but of the LNP. you should report it there, its a simple matter of inorganics having the wrong tile number. You probably updated the data/art files without updating the save/region/raw/object files, which is why they are not in sync. If you just pushed buttons on the LNP, then it needs to be updated to fix that.If you grab the updated lazy newb pack (http://www.bay12forums.com/smf/index.php?topic=126076), this comes pre-set as one of the options, and you just have to choose it in the graphics menu.
Just grabbed the newest LNP with Jolly Bastion but all the walls are letters, pretty sure this is not intended.
LNP Jolly Bastion: http://imgur.com/KeQAbIF
ASCII Original: http://imgur.com/EP19XmI