Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Eltrion

Pages: [1] 2
1
Still here, Exam Season though. Expect me to have some new developments come December, but for now Studying.

2
Yeah, the armour is bad. I actually didn't mean to include it.  :P It's just placeholder stuff. It'll be much nicer once I redraw it at 64x64. I see what you mean about foals, I'll try to make them cuter. They lost some detail when I downsized the sprites... The mean eyes, is a side effect of me being bad at drawing eyes, and being bad at coming up with eye variants for males. Ah well, can't say I'm happy with them, but I don't really know how to make them look any better.

3
Bash script will follow shortly. It's now even messier... I really should redo it from scratch...

Oh shoot, I messed that up with the alicorns.. I'll fix that.
Don't have any alicorns in my fort so I can't really test it...

Primarily it's been time constraints. I wanted to include more stuff, but I wasn't having any time to work on it, but I made those nice optimizations before, and wanted to share them, and let people know I hadn't vanished.

Also, I'm bad at military stuff in dwarf fortress, so armour is hard to test.
Oops, that's a testing spritesheet. As you can see, I was trying to debug foals.

4

Pony Set v1.1 64 by 64
http://s000.tinyupload.com/index.php?file_id=38698493098732249260

Ponies are now a quarter the size they were before, and yet more detailed. Alicorns now should work properly, babies are probably at least slightly bugged. (and don't have manes tails) but you won't see them much anyway.

Males now hove two new eye styles, and 1 new hair style.

Let me know if you have any issues.

5
Sorry I haven't posted anything lately. I had a busy weekend. I'll post the updated sprites and an XML sometime this week. I haven't had much time to work on anything so it won't be much other than what I've already shown.

6
Your overthinking it man.

All you need to do is make sure the numbers are relatively prime.

Break them down to their prime factors then make sure they have none in common.

ie. 12 (2x2x3) and 7 are relatively prime and thus distribution all possible varients evenly. Primes are nice because they work with all other primes, but don't bend over backwards to get them.

Edit: Oh good! You found the alicorns. I was looking for those.

7
Okay. Downsized the sprites to 64x64 and cleaned up a lot of stuff. Still lots to do but I'll show off how nice the new sprites look so far.

NewOld

Now ponies are even more detailed despite being a quarter the size. Go figure.
Note that the Male Ponies have a new mane, and that the mane they had before is still available to males, the generation was just changed due to me adding in some new manes and eye styles for males.
I'm noticing some tail clipping, that's next up on my list of things to do I guess.


8
>Oh and seriously, your number of eye / mane variants (or any other variants you use in the future, like wings or body types) should have no common divisors. With 3 eyes and 12 haircuts, you only get 12 variants.

I only have 3 eye types drawn though,
So what I did is make 7 eye types
1:Eye Type 1
2:Eye Type 1
3:Eye Type 1
4:Eye Type 2
5:Eye Type 2
6 Eye Type 3
7:Eye Type 3

7 and 12 are relatively prime so I get high variance.

It's not the most elegant solution, but I have considered how frequently the cycle repeats.

I tried to explain that earlier, but I guess I wasn't very clear.
I'm going to do a 64x64 Sprite sheet now. It will make the tile set a lot lighter, and easier to work with in the future I think. Also I'll clean up the clipping at the bottom corners, and (Hopefully) finally fix babies.

9
The 128x128 thing was an accident, It was already partially done like that in the download, and I was just figuring it out as I went along. I will probably do a lower rez sheet in the future... right now the main reason I haven't fixed it is that the foals are using different sized pixels than the adults.

The seven eye types was done to increase variation as you mentioned. Just the eyes are chosen as 3 a, 2 b, 2c. I'm still going to add to it yet, so nothing is final.

Almond eyes didn't look right on foals, so they just use normal eyes until they grow up until I make something better. Hence no 26 or 27 at the moment.

Yeah, armour was what I was thinking... but I'm still figuring out how that would work.

Yeah, my script is really inefficient at the moment, but it works. I'll probably clean it up in the future.

I have no experience with perl, so...

In any case, this is more of a rough draft. It's good enough to show off and get some feed back, and better than what there was before, but there are still a lot of little things I'm unsatisfied with.

10
alright v1.0 of my stonesense graphics set


Ponies Bucking Apples


The White Pinkie Pie grows up. (ignore glitched pegasi in first pic, that has been fixed)


Here's one with a Male Foal for completeness sake.


get it here: http://s000.tinyupload.com/index.php?file_id=78478569403711922703

These files  go in (your dwarf fortress install location)/stonesense/creatures/

for those of you interested in building your own xmls

http://pastebin.com/XKmNtdQP

It's written for Bash, so it should work on any Linux / Intel Mac computer.
I takes a folder named CASTE_DATA in the working directory containing Female_Earth, Male_Earth, Female_Pegasi, Male_Pegasi, Female_Unicorns, Male_Unicorns, each of which are plain text with all the castes which should appear as that sort of pony. (one per line)


To do:
Babies (still a little glitchy/ invisible)
Accessories
More Male Variants (Currently only 1 eye style and 5 hair styles. )

11
I have fixed most of the glitches and will post some stuff when my internet comes back up. One thing that has popped up is that when mothers carry infants, the zoom modifier breaks and the baby becomes large and glitchy...

Foals however work, and grow up convincingly.
Colour definitions could use work but that is largely seperate.

12
Finally got some results.


Yes the Red Pegasus doesn't have any eyes.
As a matter of fact the Mare is supposed to be a Pegasus too. (and the offset on her hair is bad)
But It's a good first result.

13
Not forking Stonesense, just doing most everything from scratch, but I don't want to call it my own work, as I've copied and pasted a lot of what the last guy left behind.

The sprites should be portable, but the XML file will need to be adapted to fit whatever Caste System the Mod is using. I haven't checked, but I think it's different.
The good news is that it's all done with scripts, and It will probably be really easy for me to generate a Fallout: Equastria xml after I finish this one.

I'm pretty handy with gimp, so It's no big deal when I have to draw a thing or two. I'm not an a amazing artist, but it's just pixel art so it's not hard to make it look great if you have a base to start with. I should have my first Screen shots late tonight.

14
The resources in that folder are a subset of what I've already found when it comes to Ponies.
The Griffins and other stuff are new though.

Like I said, the Cutiemark system broke a lot of the existing stonsense stuff, so I'm going through and fixing it all at the moment.
I'm currently in the process of redoing and expanding the Pony Stonsense graphics library. I'm going to try to take full advantage of the cutiemark system to generate unique and easily Identifiable sprites. I'm adding a lot of new sprites, and I'll post some screen-shots shortly. And then a download when It's done.

These ponies are going to be so identifiable, you'll feel bad every time you let one die. (Or at least I will.)

15
Yeah, I've got that far. What I found is that the XML files are completely borked by the cutiemark system.

If no one has a proper xml file, I'm just going to modify the existing Spritesheet and write my own XML for it.
It's going to be a bit of work because of the resulting ~1000 castes, but a lot of that can be cut down due to the fact that for the most part they can be boiled down to 6.

Are there Alicorn castes or other things I should be on the lookout for?

Pages: [1] 2