http://www.dwarffortresswiki.net/index.php/List_of_user_character_sets#Square_tilesets
:)
[ February 29, 2008: Message edited by: The-Moon ]
Other than a few potential oddities (such as ruins showing up as a crown, possibly) it looks pretty nice. The screenshot provided is very nice, in fact.
EDIT: Also, you might want to actually link to your tileset, not just the square tileset category.
[ February 29, 2008: Message edited by: Kagus ]
quote:
Originally posted by Kagus:
<STRONG>Here's a tip: Build a one-tile wide North-South bridge and see how it turns out.Other than a few potential oddities (such as ruins showing up as a crown, possibly) it looks pretty nice. The screenshot provided is very nice, in fact.
EDIT: Also, you might want to actually link to your tileset, not just the square tileset category.
[ February 29, 2008: Message edited by: Kagus ]</STRONG>
I don't see a problem with the bridge, since i've only been playing DF with mikes original tile set. The bridge shows up for me as 2 chairs and a line. Thats normal for me :)
Yeah there are some oddities of course. Can only do some much within certain limits. Such as the crown and ruins having to share graphics.
Ive yet to see a ruin either way so i wouldn't know what a normal ruin looks like :-\
I added in the Character Set as well as the screen shot to my Original Post.
(http://i10.photobucket.com/albums/a139/Kestenvarn/df/34vsTD.png)
quote:
Originally posted by Red Jackard:
<STRONG>Not bad, although it still has this problem::)
Screw pumps will cycle between barrels and food (that should be fun to see), and stingrays will appear to be levers.
All in all, not bad. And it still looks quite nice.
EDIT: He's talking about how you have isometric (I think that's the right word for this) objects in a top-down view, which can cause some perspective problems if you're picky about stuff like that. For instance, native DF walls will meet up perfectly with each other, whereas yours will be tilting off into the distance and not meeting up with the walls above or below (in the player's mind).
[ February 29, 2008: Message edited by: Kagus ]
quote:
Originally posted by Kagus:
<STRONG>Turtles will also appear to be gems, along with bituminous coal. Highwood trees will become mugs. Rope reeds and whip vines will be wafts of steam.Screw pumps will cycle between barrels and food (that should be fun to see), and stingrays will appear to be levers.
All in all, not bad. And it still looks quite nice.
</STRONG>
Yeah lol cant be helped, its a choice between one graphic, or the other, or a normal text character. Until toady revamps the graphics, gotta deal with this.
Id rather be able to see barrels in my stock pile, then a part of a Screw Pump, Normally your going to have more barrels then siege pumps.
Also, Yes it is nice, but make sure you know what mike did originally, i don't want to be taking all the credit, i just did some edits :)
quote:
EDIT: He's talking about how you have isometric (I think that's the right word for this) objects in a top-down view, which can cause some perspective problems if you're picky about stuff like that. For instance, native DF walls will meet up perfectly with each other, whereas yours will be tilting off into the distance and not meeting up with the walls above or below (in the player's mind).
Yeah ok i understand completely what you mean now. I think.... :|
I was doing good understanding what you were saying up until "the walls above or below (in the player's mind)"
Then i got a bit lost :\
[ February 29, 2008: Message edited by: The-Moon ]
And people who play ASCII games can oftentimes have very active imaginations.
quote:As shown in the above diagram, DF does not truly have a top-down view; there is only a single tile each for horizontal, vertical and corner walls. I made the walls in my own tileset nearly identical to dodge this problem - not the best fix but it works.
Originally posted by Kagus:
<STRONG>He's talking about how you have isometric (I think that's the right word for this)</STRONG> [it's not - J] <STRONG>objects in a top-down view, which can cause some perspective problems if you're picky about stuff like that. For instance, native DF walls will meet up perfectly with each other, whereas yours will be tilting off into the distance and not meeting up with the walls above or below (in the player's mind).</STRONG>
A three-quarters view would look similar to this:
(http://i10.photobucket.com/albums/a139/Kestenvarn/df/SS_moons_square_16x16.png)
[ March 03, 2008: Message edited by: Red Jackard ]
And i completely agree that, the way you depicted it looks a lot better.
However, when the time comes for that I'll be drawing tiles much better :)
Some of his set is from my set, some of mine is from his. :p
[ March 03, 2008: Message edited by: Red Jackard ]