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Messages - Vince

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16
The result of tonight's fiddling around in photoshop:

Adamantine looks a bit strange when tiled. I keep seeing ":F :F :F :F" :D
Platinum & co are absolutely great!
Limonite & co and Malachite & co are not really distinguishable IMHO - and Limonite & co tile a bit much.
Maybe using the Malachite & co tile for Limonite & co and use a tile with less ore strands for Malachite & co? Almost like Adamantine?

17
In unrelated news, we have now got chickens:
To quote Despicable Me: It's so fluffy I'm gonna dieeeeee!
So cute!

18
Woah, edited my post, second part was messed up. :D
And rephikul, your images don't seem to work... Now they do. So cute! :D

19
Attempting to combine IH's ore tile, which I really like, with last nights attempt:

(Also using the correct material colours.)

Ahh, I love it :D
The view of veins that cross the whole tile needs getting used to, I imagined differently - but I think it is great.
The difference between lowest value and medium value could be a little stronger, though.
Adamantium and copper are absolutely stunning and perfect! :D

Quote
Kobolds in DF are "A small, squat humanoid with large pointy ears and yellow glowing eyes." and they have brown skin according to the raws.

None of the graphics sets actually reflect this. You might want to consider changing it, unless you don't wish to annoy the cute!kobold fans :/
(Or maybe there should be a seperate kobold-like race modded called 'cutebolds')
I love the cutebolds! :>

20
Update: This hasnt come out very well, but it sort of conveys the idea for ores that I'm going to run with, which is: The more valuable tiles are mostly rock with thin veins of metal running through them, while the less valuable ones are more ore than rock. (Value = Rarity?)


Ah, value=rarity is a nice idea, my first thought was the other way around, but yours is more logical.
You've got to watch out, though: Malachite and co. are looking like small strands of black ore in green stone.
If you invert the stone/ore on the tiles you have and swap "Most valuable" with "least valuable" it isn't that confusing anymore, I think.
I hope you know, what I mean.
But very nice, my dreams come true! :D

21
Is one of your ore types to cover economic stone? Because my mental list is basically identical:

-Sand
-Soil
-4 layer types
-4 Economic types(Flux, Plaster, Coal, Obsidian)
-Ore with 4 or 5 value levels
Argh, I totally forgot the economic and layer types!
You're right.

Well, let's hope Toady maybe settles for the easiest solution:
Just split the ASCII-Tiles into single images. So instead of marking row and column in the raws, you'd "link" to the ASCII-image.
Which, in turn, we could change into a graphic tile.
So he would not have development- or legal issues and we could have a tile for everything.

22
Nah, don't worry about it.
You've been very patient about this for way too long.
It's high time I told Wormslayer to do something about it for me.

= P



23
I totally understand what you mean, and I have to do the same thing myself sometimes. One problem with doing this in the past was the lack of tile slots, but more/more obvious ore tiles were something we discussed for our post-ttf plans.
Spoiler (click to show/hide)
We have ... roughly 14 tiles for stones in general now.
We could have:
-Sand
-Soil
-Ore, 4 value levels, variant 1
-Ore, 4 value levels, variant 2
-4 tiles for stone
Makes 14.
I don't think it would be that much of a problem, especially when we can play with colors and tile magic on top of that. :)
Edit: Does my post sound snippy? I don't mean it that way :)

24
Adding a visual value indicator will just bring up that whole debate again.
A visual value indicator does not have to be an icon.
It can be integrated into a natural look, like it's already done with the gems.
No one complains about the gems...
I'm sorry that I'm such a one-trick pony here. ;D



Without this, I'm at a loss when it comes to quickly analyzing an embark position or a new tunnel.
Valuable gems? I can see an an instant if it's ok do dig 'em and make my tunnel a bit curvy out or not and keep it straight.
Ores? Check the wiki, if it's not something like platinum or gold. It's tedious.

25
Yeah my reaction was also "argh! demons attacking from the river!" :P

Speaking of rivers, I quite like combo swirly water and numbers?

Also Back to colourful ore:
Spoiler (click to show/hide)

Woah! That looks nice! :D

And thanks for supporting my nagging ;D
Although I think I have to clarify that my main problem are the ore tiles still inside the walls.
Having a visual indication of value (not using an icon) -that would be great.

26
And the things discussed prior Reply #3127? ;D
I am so thrilled for the new stuff, especially the ghosts and domestics.

A happy new year to all of you, too!

27
Tilesets and Graphics / Re: Ironhand's Graphics Set (0.31.18 version out!)
« on: December 17, 2010, 04:35:46 am »
Just for protocol (in case someones searches for this :) ):
This was caused by a misconfiguration in the /graphics folder, solvable with the savegame updater or the fix Aklyon described here.
The tileset was ok, the raws, too - but the creature and dwarf tiles were still the old ones, because the world was generated before the complete installation of the set.

28
Tilesets and Graphics / Re: Ironhand's Graphics Set (0.31.18 version out!)
« on: December 15, 2010, 07:30:21 pm »
I third Igfig.
It don't have to be icons - little pebbles of ore increasing in size would be nice, for example.
So it looks realistic, but you can differentiate the valuable from the worthless ore deposits more easily.

29
Tilesets and Graphics / Re: Ironhand's Graphics Set (0.31.18 version out!)
« on: December 15, 2010, 01:20:54 pm »
Nah, Id say stick with one icon for ore, or maybe two.
Three and we have a deal.  ;D

30
Tilesets and Graphics / Re: Ironhand's Graphics Set (0.31.18 version out!)
« on: December 15, 2010, 01:08:36 pm »
Or maybe several icons, depending on the ore/stone value? :D
Like in Phoebus' set.

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