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Messages - Jiri Petru

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331
By the way, I made a granite floor hatch.

It's completely black. (no racist innuendos intended)

A common problem with almost any tileset. Granite hatches have black foreground and white background. To make them show you need a part of the tile to be transparent. I use the same base tile as Ironhand but I've deleted the 1px line around the hatch (the "space" between the hatch and the frame).

EDIT: But seeing as hatches use "reversed" colors the same way as doors - ie. foreground is either white or black and the colors like red, blue, etc. are background, perhaps the tile could use a redesign.

332
DF Modding / Re: Stonesense - Official thread
« on: June 16, 2010, 04:34:52 pm »
6) "Oversized" Tiles:
For the present engine, breaking up Ramp gemoetries into a Bottom and Top segments is needlessly complex, and creates uneccesary extra/separate sprites for the engine to display for a given tile object. Allowing for Tiles/Floors that were oversized by, perhaps, 8 transparent pixels on every egde (+16 pixles wide/tall) would both allow for some flexibity in creating non-cubic tiles (ala Beefmo's new stone tiles), single-graphic ramps (rather than splitting them between a "floor" and a "tile".

Oh yes, please. I really want oversize trees that look like proper trees, not like dwarf-size bushes. I might even try to draw some  :)

333
Tilesets and Graphics / Re: Ironhand's Graphics Set (0.31!)
« on: June 16, 2010, 07:19:27 am »
I suggest using just a single stone with a bit of a floor texture for the mined rock tile.

Also, when doing the water/sand, please try not to make it look to similar to walls. Compare the white sand with the limestone (?) wall on the previous screenshot. They look almost the same.

334
Tilesets and Graphics / Re: Ironhand's Graphics Set (0.31!)
« on: June 16, 2010, 05:14:48 am »


I have trouble telling apart walls from floors. And it's impossible to tell apart walls from mined rock. On the other hand, the white sand (?) looks like a wall in the middle of nowhere. I'd say there needs to be some rule of thumb along the lines of "bright tiles are walls, dark tiles are floors" to make things recognizable.

335
DF Suggestions / Re: Total Interface Overhaul (now with sparkles)
« on: June 16, 2010, 05:09:15 am »
Wouldn't it be easier to simply draw an L first and then a line?

336
DF Suggestions / Re: Total Interface Overhaul (now with sparkles)
« on: June 15, 2010, 07:19:03 pm »
  • Project for minimum supported size (80x25), of course extendable for higher resolutions.

Is there any reason for this besides Curses nostalgia? 80x25 using the default tileset is ridiculously small. And above that, why would you even measure the game screen in squares? The logical way seems to be to allow the user to set up a resolution and then fill the resolution with squares, not the other way around.

All: What do you think a sensible minimum resolution is? I went for 1024x768, allowing 800x600 might be nice but I don't think anyone actually uses it any more and the added screen space really makes a difference when designing interface.

EDIT:
Would it be possible, rather than there to be a total interface overhaul as such,  for Toady to expose/create interfaces for others to hook in to?

Is has been discussed, yes. The current situation seems to be that Toady has no intention to open any part of the code, probably not even make an API for others, and I'm not going to challenge it... not in this thread because it's potentially a very flamable issue. But feel free to open a new thread.  ;)

337
DF Modding / Re: Stonesense - Official thread
« on: June 15, 2010, 03:57:02 pm »
I would enjoy ambient sounds but I'd enjoy interface more.  :D

On a more serious note - I'd probably use ambients and turn music off, but the ambients would have to be cleverly designed as not to become a grinding, repetitive sound. The real question is where to get quality sounds... but if you are a hidden composer, Solifuge, I say by all means, go for it!  ;)

This was all considering I could actually run Stonesense and DF at the same time which I can't. Right now Stonesense is just my way of obtaining pretty screenshots.

338
DF Suggestions / Re: Total Interface Overhaul (now with sparkles)
« on: June 15, 2010, 02:25:21 pm »
Robolee, if you have an eye for fonts, perhaps you could try to find some? Even if they can't be used for legal resons it would be good to have some idea of a desired style. I'll be the first one to admit I'm not good in fonts.

339
DF Suggestions / Re: Total Interface Overhaul (now with sparkles)
« on: June 15, 2010, 04:10:18 am »
Pretty cool demonstration of what DF's interface could look like.
Ladies and gentlemen, we have a winner here!

On more serious note: the mouse support is brilliant, the click and drag is brilliant. I wouldn't personally hide all the menus under a right click because I still feel things like building menus and military controls should have "buttons" somewhere in the interface where there are instantly visible. Things I would personally move under the right click are selecting units/buildings/items etc. See this post.

Also I agree with Deathworks here (for the first time I think :D). Hotkeys are crucial. While there's no reason why the Goblin Camp UI couldn't support hotkeys but there's no place where to display them.  :) So if nothing else, you need some sort of visible menu that allows to to:
1) Present an organized list of the most important functions
2) Show hotkeys

But still, I'm mesmerized.

Quote from: LucasUP
Edit: Basically, Jiri's most recent concept is absolutely the most visually pleasing, simple, and excellently organized I've seen so far.
Oh you make me blush.  ::)

340
DF Suggestions / Re: Total Interface Overhaul (now with sparkles)
« on: June 14, 2010, 09:19:50 am »
Robolee: thanks for your mockups! It's definitely an improvement over the present DF but I'm afraid that more than anything it has shown the interface mustn't be limited to the game grid. It's really just an annoying limitation, and I think your Jobs screen is a good example - it's really clumsy because of the grid and you can't fit almost anything in there. Imagine how much better it would be if you could fit more text in the same space.

All in all, I'd say there's no point trying to do anything with the interface until it gets separated from the game grid.

Quote
Take out non gameplay related selections and put them in the bottom border (universal pause, escape etc).
Use mouse for many things treating the menu and map border panel as a button, and the menu selections like "build".
Use mouse scroll as well as +/- to scroll menus.
unify similar things (zones=stockpiles, burrows and zones, military=squad and equipment setup).
job menu replaced with a full fortress labour editor (aka dwarf therapist functionality) as shown above.
also having the help command anywhere could provide help for the screen that is currently active.
I absolutely agree with these though  ;)

341
Reporting a minor bug: stockpiles are switched with zones in the .ini file. When I set it to show zones, it shows stockpiles and the other way around.

342
DF Suggestions / Re: Total Interface Overhaul (now with sparkles)
« on: June 13, 2010, 06:05:16 am »
Quote from: Deathworks
Which would then support my original feeling that unification is not necessarily the road to take here.
Well, I could not disagree more, but you already know it  :P  Not only there's no unification between different building categories (workshops/constructions/rooms) in your version, there's even no unification inside what a perceive as a single category (bedrooms, hospitals, etc.). Which is IMHO very bad.

And please note what I've written about having bedrooms, barracks, etc. in the Building menus. I feel it's very crucial to have them there.

Quote from: Zwei
It seems that it just makes sense to remove stockpile designation and just have zones that can act like storage.
Well... stockpiles and zones are just two names for the same thing. Even now they work basically the same way. You draw a rectangle and then set its properties. So yeah.

But I'd say zones should be removed completely. Part of them is rooms (hospital, meeting area), part of them is stockpiles (garbage dump) and part of them is designations - or "work area" how I call it (fishing zones). There's no need to have them as a separate building type.

EDIT: When I say "remove zones", I mean remove them as a separate option in the menu, not remove the principle. As I've said, I like how hospitals work, for example, and would extend it to other rooms as well.

343
DF General Discussion / Re: Note on some utilities
« on: June 12, 2010, 05:43:13 pm »
Deathworks, I'm not astonished that someone would prefer command line. I know there are people like this, I know plenty of people like command lines and I expect them to. What I'm astonished about is if people think that command line would be the best approach for the game in general. That it would benefit the majority. Which is as misleading as it can be. What I'm astonished about is that people actually honestly believe that Dwarf Fortress' interface is a good one and doesn't need an improval. And if it does, it would be something along the lines of a text string filter or a command line. What I'm astonished about is when people can't understand that Bay12 forums are populated by a bunch of IT nerds with a lot of free time (myself included) who are perfectly comfortable with obtuse interfaces (otherwise they wouldn't be here in the first place) but who are in fact a minority of the potential customer base.

And it's just an honest astonishment, and I don't mean it as an insult to anybody.

I am perfectly able to accept that everyone likes something else. You like text interfaces, no problem here, Deathworks. But we're not talking subjectivity here. If we want to talk about interface improvement, we have to try to find some objective measures here. And I've actually spend a lot of time thinking about the interface, thinking about how it could benefit as many people as possible, thinking how to make it user friendly. But when I come here, I'm told that the game doesn't need better organisation or reworking or whatever, instead it needs a command line.

This drives me mad. When I've read this thread for the first time, I laughed at Impaler and thought how stupid he was. But now I'm actually starting to understand his frustrations and have a strong urge to go and work on a interface for him (if only I could program a thing, yeah). What's stopping me are two things: 1) I still believe Impaler's project is wrong, and 2) I'm not arguing with Toady himself and there's still hope left that he might have a bit more acceptable (for myself) point of view.

EDIT: And yeah, I don't mind having a command line as a completely optional thing. I just felt someone was really proposing it over a "proper interface".

344
DF General Discussion / Re: Note on some utilities
« on: June 12, 2010, 02:58:47 pm »
Quote
There no point on working on the UI until all the features are in. Otherwise the UI has to be rework for the new features. Similar reason why a tutorial in game doesn't work. This is from my coding experience.

Yeah, but we're talking about Dwarf Fortress here that won't ever have all the features in. And even version 1.0 is many, many, many years in the future, so go figure. This isn't really an argument.

Also, what astonishes me is that people actually suggest to prefer command line above a proper "user-friendly" interface. You do realize that command line helps only a fragment of a fragment of possible players? I do play Dwarf Fortess now which makes me a fragment. But I wouldn't play if it was command line based.

345
DF Suggestions / Re: Total Interface Overhaul (now with sparkles)
« on: June 12, 2010, 10:48:10 am »
It's just as baffling in the other direction. Suppose a new player notices dwarves sleeping on the ground. "Oh, I should make them some beds." Check the menu; I need to build some beds, so 'b: Building" looks good, and hey, Bed is listed right there! (Presses B) ... "wait, 'Bed ... Needs bed'? What the hell does that mean?? I know they need beds, that's why I'm trying to build them!"

Along similar lines... and this is very important...

Notice that Bedrooms are nowhere to be found in the game menu. Nor are barracks nor dining rooms. All of these are vital gameplay elements and yet the player isn't told they exist... unless he tries to randomly build furniture and then click Q on said furniture (but why would he do that?) and then notice there's a new option there. And even if he notices this, he has no way to know what other kinds of furnire-rooms there are. There's no list! The player actually has to place every one of the insane number of furniture types and look for hidden options. It took me ages to notice I can build jails! Or zoos!

These buildings are very well hidden - which is so very, very wrong! Considering how important they are, they should be easily visible in a very prominent menu or submenu. And there's no way to do that unless you say goodbye to the "flowing-out-of-furniture" approach.

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