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Messages - Ironhand

Pages: 1 ... 57 58 [59] 60 61 ... 87
871
Creative Projects / Re: +The Engravers Guild+
« on: May 07, 2010, 12:49:01 pm »
Oh, hey! I didn't know you were making a graphics set. I'm working on one too!

Can you point me to yours so I can cannibalize it learn from your techniques?

872
Tilesets and Graphics / Re: Ironhand's Graphics Set
« on: May 07, 2010, 12:40:43 pm »
*tease tease*

Spoiler (click to show/hide)

Obviously, most of my two-color tiles don't work since I can't use .png.
But the graphics are all in, and it's all working like a charm!
And I got sapling_tiles working. See the tiny shrooms?

Also, Jabberers really like ripping dwarves' limbs off.
I suggest you avoid them if you go spelunking.




... I get the feeling that the more complete my graphics set becomes,
the more inclined I will be to play with it rather than work on it.   ::)

873
Creative Projects / Re: +The Engravers Guild+
« on: May 07, 2010, 11:56:28 am »
I know why she's afraid.

Spoiler (click to show/hide)

874
DF Modding / Re: raw tile selector 1.0 & raw tile merger 0.3
« on: May 07, 2010, 11:40:20 am »
Me again.

So I did some hand-modding of my files (added a sapling_tile to some trees) and the sapling_tile flag didn't read into the editor...
I'm not sure why that was the case. I think it works in-game, and it reads the colors fine, but it doesn't think there's a tile flag.

Just thought I'd bring it up. Even with that bug (which might be my own fault), this is still the coolest thing since peeled kittens.

Keep it up!

875
Tilesets and Graphics / Re: Ironhand's Graphics Set
« on: May 07, 2010, 11:36:26 am »
Oh, you love it.

But yeah, I'm just leaving the skeletal dog in there so you guys have something to complain about.  ;)


Anyway, I patched together a relatively ugly .bmp version in 0.31.03 and started digging around.
In the deep, muddy places of the world I discovered some logical uglies. They are fixed now.
Also, I might change my mind again about being able to do two-color trees. I think I can.
But that probably won't happen for 0.10. It'll be an upgrade later if it does happen.

Anyway, I also took the opportunity to map all the raws using hermano's tile selector.
Which is spectacularly awesome, by the way. If you ever do any modding of your own, I highly recommend it.
So anyway, I pretty much have the 0.10 build sitting in a folder on my desktop now. Now it's all up to Toady One.

I think I'll spend the rest of the afternoon trying to get some dwarf sprites made so v0.10 can be a little more complete.

876
Tilesets and Graphics / Re: Ironhand's Graphics Set
« on: May 07, 2010, 07:00:28 am »
It's looking like tile magic isn't going to work for trees. Which is sort of a bummer.

On the other hand, I think I actually like the cartoony trees better than the two-tone ones anyway.
Plus this way I get like three more tiles freed up for other plants or vermin or whatever. So it's cool.

This is gonna be pretty sweet, by the way. I'm so stoked.

877
Tilesets and Graphics / Re: Ironhand's Graphics Set
« on: May 06, 2010, 03:05:06 pm »
Cool. I didn't either, but I've been staring at them all day.

I'm glad to hear that from a more casual observer.



Wow! I got a lot done today!
I'm feeling much better about the overall timeline now.

I'm so ready for the merge.... who wants to bet we'll get it tomorrow?

878
Tilesets and Graphics / Re: Ironhand's Graphics Set
« on: May 06, 2010, 02:39:55 pm »
Unpleasant surprise when you get a little closer then!


Seriously, though, are they too similar? I guess maybe the cow is pretty close...

I mean, they're just supposed to be the same animal after it's been dead a couple days.

879
Tilesets and Graphics / Re: Ironhand's Graphics Set
« on: May 06, 2010, 02:27:36 pm »


for their haunting moos.

880
Tilesets and Graphics / Re: Ironhand's Graphics Set
« on: May 06, 2010, 02:18:22 pm »
Yeah, I kept it.

I'll probably change it a bit, but it'll work very well as a monkey.

881
Tilesets and Graphics / Re: Ironhand's Graphics Set
« on: May 06, 2010, 02:15:03 pm »
I think it's mostly the tail.

Good call on the legs, though.
This helps a bit:



I think I'll go straighten out his back leg too.

...
Also,



I'm gonna use this one for donkeys, mules and horses.

882
Tilesets and Graphics / Re: Ironhand's Graphics Set
« on: May 06, 2010, 01:54:59 pm »
Got some skellies.



The cat looks sort of like a monkey.
I'll probably re-use the sprite, actually.
I am very happy with it.

883
DF Modding / Re: The Living Dead Virus (Idea)
« on: May 06, 2010, 01:29:58 pm »
Don't limit it to just dwarfs!

If you do, I've just created all these zombie animal sprites for nothing.


Yeah, this is totally a self-advertisement.
(making a graphics set. See signature)

Although, maybe rather than having it be inhaled,
make it a poison or something.
So when you get bit you turn into a zombie!

Anyway didn't somebody do something like this for that Fallout mod a while back?

884
Tilesets and Graphics / Re: Ironhand's Graphics Set
« on: May 06, 2010, 12:56:19 pm »
Llama upgrade.



Dang, he's nice.  = P

885
Tilesets and Graphics / Re: Ironhand's Graphics Set
« on: May 06, 2010, 12:50:42 pm »
Are you kidding?

I'm absolutely awful about finishing projects.

You guys are gonna have your work cut out for you pushing me to finish this one.

Anyway, these sprites are actually a lot of fun!
It's good to take a break from the dwarves.

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