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Messages - Arne

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1
DF General Discussion / Re: Dwarf Fortress Talk #27 Feedback
« on: October 09, 2020, 04:33:21 pm »
*blush*

It's Arne with an -eh on the end, so one of those were sort of close.
...
~Huuuh~? I was about to click one of the smileys but realized there's no dwarf smiley and...
(C/EGA palette)

2
DF General Discussion / Re: Illustrations
« on: October 09, 2020, 09:45:08 am »
I've added some new stuff to the page over the last few days. Also did a GUI mockup which I also discuss on the page. (Actually partly did it back in 2006 ._.)



The panels are split into Left Eye for map, Right Eye for lists. From the lists you can pick things to influence with the Hand. All editing/ordering is done from there. In the case of a Dwarf, you'd be able to set name, job pursuit and all that. I also thought it would be neat to have an editor for customizing the appearance, in 1-bit glyph format. I do like pixel editors and 1-bit 12x12 is so nice and fast to work with. One could simple change little things here and there whilst playing and gradually graze off what needs to be done... Elderberry bushes and whathaveyou.

I expanded the palette with halfbrights to tone down floor stuff in intensity. Applied it to workshops here too.

3
DF Suggestions / Re: Kobold garbage collector caravan.
« on: October 05, 2020, 05:19:58 pm »
A bird creature such as a fantasy vulture-seagull-raven seems natural. We're used to seeing vultures, trash-heap seagulls, battlefield ravens... could be a kind of atmospheric sight. Birds don't need a base and could just show up anywhere on the surface, take stuff and disappear. Easy to implement, I'd think. Might get annoying if you don't wish it to happen but desired trash could go underground or perhaps the birds avoid something (scarecrows).
Won't show up early-game. They could use/need specific trash for their nests. Enough nests triggers an event (big-bird).


4
DF General Discussion / Re: Illustrations
« on: October 05, 2020, 11:09:29 am »
Danko!

Yeah, I'm a fan of Froud's work in Labyrinth, and John Bauer by extension.

Fluffy things are Wamblers.

New Img:



One way to mitigate the problem of being too specific with the interpretations could be to explore different morphologies. Though, it's still pretty narrow considering the possibility space of imagination. It's always a bummer when something looks completely different than long supposed...

5
DF General Discussion / Illustrations
« on: October 05, 2020, 05:43:44 am »
I don't know if it's appropriate to get figurative since each player has their own imagination, but here's some of my Dwarf Fortress art:

= Arne's Dorf Fort Page =



More art on page. I've been referencing the descriptions, data files and official drawings but sometimes took some artistic liberty. These Beak Dogs feature Tremor beaks but I had some fun with colour variants. The size is a rough estimate based on cubic cm figures, but it's pretty rough. I have this technique for estimating spaceship volumes where I make two identical soft clay cubes, then shape one into a ship. From the length relation I can then estimate the volume of a ship. I could use a similar technique here... but instead I just Indiana Jones'd it. The creatures plausibly could vary a bit in size anyways.

A lot of these are first or second iteration, so they could change when I inspiration gives me a better solution or new take. Might redo the Gorlak next...

6
DF Bug Reports / Re: Bug with Engraving?
« on: September 22, 2006, 02:10:00 am »
I got the same effect, using 0.21.104.21b

What I did:

1: Cut out a regular rectangular room.
2: Then I engraved just the floor from diagonally opposing corners. (well, I had a well, tables and chairs, an I-bar support and a pillar in the middle of the room.)
3: Then I engraved the walls from diagonally opposing corners in such a way that the floor was also covered. The walls looked fine, but apparently the engravers also made a second pass on the floor. Got some strange symbols there.


Edit: Oh Yes, I had several engravers.

[ September 22, 2006: Message edited by: Arne ]


7
DF Suggestions / Re: Replace Building
« on: September 27, 2006, 08:41:00 pm »
This would require:

- The item to be removeable by the hauling dwarf (might need a skill).
- A routine that swaps an item for another (map position and dwarf carry)
- The dwarf must realize he has a new item that needs to be carried to a stockpile if possible.

I miss such a function too.


8
DF Suggestions / Re: Build lists
« on: September 26, 2006, 08:54:00 pm »
Maximus> There's some redundant text in the build box, like:

[Construct/Build/Make/Place] [a/an] [material] [thingamajib]

This prevents the user from immidiately reading what it is they're building because there's other text.

The material could be listed under or above  the list like:

a: Use Apples
o: Use Oranges
p: Use Pears

...That's why I added wood on my screen mockup, just for consistency. And yes, the items would of course change color so you won't have the wrong material selected by mistake.


I'm not sure about construction method (Construct/Build/Make/Place). It might be different for different items.

[ September 26, 2006: Message edited by: Arne ]


9
DF Suggestions / Re: Build lists
« on: September 26, 2006, 11:36:00 am »
Yeah, I was thinking there could be a generic gui function that takes a linked list of items and outputs it, paged if necessary. The list could be build lists, owned items (under room influence) or whatever. I'm not sure how the DF datastructure looks though... but it seems to be quite datadriven.

10
DF Suggestions / Build lists
« on: September 26, 2006, 04:51:00 am »
Here's just a little idea to help people learn the symbols. Could be fairly easy implement.

This would need a bit more work.


11
DF General Discussion / Re: Graphical mods
« on: September 24, 2006, 04:27:00 am »
Tweaked it a bit so the double lines are undotted, but the single line are dotted. This makes the smooth walls look more complete, and the legs on the chair/stool are longer. If I were to make the single line undotted then the seat on the chair would look too long (like a table). I think the single lines are used for rivers mostly, doesn't matter much if they're dotted.

(I just replaced the curses file on the server, so if you are already using my thing just replace yours too)

[ September 24, 2006: Message edited by: Arne ]


12
DF General Discussion / Re: Graphical mods
« on: September 22, 2006, 07:56:00 pm »
I think if you want square tiles you must put up with a panoramic view. The display seem to be 80w 25h tiles.

I think a fullscreen aspect ratio is 4w to 3h.

Would be cool with a dynamic viewport thingamajib though, along with maybe moused context menus (the mousecursor being a blinking tile or something) and a hover over info bar.

At first I thought the ascii deal was... deterring, but in the end all games are translated into abstract elements that the logic in our brain works with. DF just has a little 'learn to read' curve in the beginning, but it goes away. Possibly one could argue that reading symbols is even faster than reading a gfx intensive 3d game which has to be deciphered with lighting, angles, fog and other obscuring effects.

I still think some of the symbols could be more intuitive though.


13
DF General Discussion / Re: Graphical mods
« on: September 22, 2006, 02:05:00 pm »
Here's my gfx mod. It's square, 12x12, and thus needs a resolution of 960x300, which means you need to use windowed mode. The included init file has some settings that work for me. I do not know if the authors like files being distributed like this, but I hope it's okay.
Open directory/

Here is a screenshot:
map crop

(Edit: Made the double lines undotted)


As you can see I just made things square by adding padding. I did not touch the characters much at all. The reason the engraved tiles have little gaps is to make sure other things look okay. I nibbled some on the Dwarf faces, heart, round stones, and well.

Changes in init:

+ Windowed mode.

+ Window size (960x300) and link to my curses *bmp file.

+ Use only . for terrain gravel.

+ More contrast between greys.
+ Brown is brown.
+ Blue and Light Blue are brighter.
+ Red and Light Red are brighter.

// I made these changes because the value (brightness) of the blue channel is lower than green. Red is inbetween. I kept the colors annoyingly saturated though.

Installation:
+ Know what you're doing
+ Back up your data/init/init.txt file
+ Toss in mine after checking that it's okay
+ My curses *bmp file goes in data/art/
+ If the curses file isn't there properly and the init file tries to link it... I do not know what will happen.
+ Pray at your altar and start the game.

[ September 22, 2006: Message edited by: Arne ]

[ September 23, 2006: Message edited by: Arne ]

[ September 24, 2006: Message edited by: Arne ]


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