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Messages - Greendogo

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121
Phoebus, could you maybe add an example fortress section to the tile selector that changes with your tile selection.  This would be to give you a better idea of what your selected tiles would look like in that situation.

122
Tilesets and Graphics / Re: Ironhand's Graphics Set (nothin' new)
« on: April 14, 2011, 09:11:15 pm »
Holy crap!  Nice internship!  Good luck with that!

123
Brothels, theaters and hospitals.  Oh yeah, and arenas, where you can bet as well as participate.

124
Tilesets and Graphics / Re: Ironhand's Graphics Set (OOPS)
« on: April 04, 2011, 03:14:13 pm »
Yeah, the mushroom cluster idea is awesome. I'll totally take a look at that when I get a chance.

Awesome Ironhand, you're the best!

125
That looks really nice Phoebus!  Great job!

126
Tilesets and Graphics / Re: Ironhand's Graphics Set (OOPS)
« on: April 03, 2011, 10:51:26 am »
Could also make edible/pickable mushrooms look like a small group of mushrooms rather than a single big one
Thats what I was thinking. Dont mind if plump helms looked like a group, I think it could look pretty neat as a cluster(and real edible mushrooms tend to grow in clusters rather than as loners)

Edit: mockup

That might look pretty cool with farms.  Do you think you could try something like this Ironhand?

127
Tilesets and Graphics / Re: Ironhand's Graphics Set (OOPS)
« on: April 02, 2011, 10:00:40 am »
Well that scale thing is really annoying.  It would be even better if it was numbered and scaled grey for mountainous areas down to green near their valleys/bases and then tan/sand color down near coasts and underwater.  All with different shades of each.

This made me think that the tops of mountains beyond a certain elevation should be separate alpine biomes.  That's always bothered me.  Also, those elevations do have certain kinds of wildlife and plant life, which makes the in-game mountaintops look very empty to me.

128
Tilesets and Graphics / Re: Ironhand's Graphics Set (OOPS)
« on: April 01, 2011, 10:14:43 pm »
yeah, that scale is a huge pain in the ass.  I wonder if there's a logical reason it was designed that way?

129
@Baughn
Baughn was talking about doing just this with "shader mode".  Unfortunately, he's been really busy lately and it's a ton of work to do something like that.

Do you still intend to do this Baughn?  It would be like, the best feature ever!

130
Does anyone think it will ever be possible to have multiple graphics for the same tile type, say a wall, that would correspond to each possible set of surrounding tiles?  For instance, you have a wall that is diagonal with that visible jagged edge on the outer side in the unexplored area underground.  It would be nice, then, if the program selected the graphic that had black filling in that side toward the unexplored part.

It would be useful for all sorts of things, like curving the ground rim of a river or softening the change in grass colors.  It would basically allow people like Ironhand and Phoebus to eliminate all the square edges.

I could do a mock-up if anyone is confused about what I mean.

131

Ironhand, you are ridiculous if you drew that in four minutes and seventeen seconds.  But of course I already knew that.  Congratulations on all of the recent progress, it is very exciting!!


132
DF Modding / Re: What should I name this race I wanna mod in?
« on: January 27, 2011, 11:58:52 pm »
I would suggest using one of these: Hobbit, Halfling, Gnome or Sprite.

133
DF Announcements / Re: Dwarf Fortress 0.31.18 Released
« on: January 24, 2011, 05:26:32 pm »
I think if Toady was more aggressive in the donations area he may see more "profit".

I don't think it would be a bad thing.

I think Dwarf Fortress is a much deeper and, in the end, far more fulfilling game than the current iteration of Minecraft.  However, I spent 15 euros on Minecraft whereas I've spent nothing on Dwarf Fortress.

134
DF Dwarf Mode Discussion / Re: Lethal Fist of Justice
« on: January 24, 2011, 04:50:47 pm »
Wouldn't that make Dwarves slightly godlike?

135
DF Dwarf Mode Discussion / Re: Lethal Fist of Justice
« on: January 24, 2011, 04:38:46 pm »
It seems this is an unintended design flaw.  Is there any way to edit the raws to give Dwarves more durable skulls?

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