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Messages - Vherid

Pages: 1 [2] 3 4 ... 92
17
Tilesets and Graphics / Re: Vherid/Colors 7
« on: March 19, 2016, 06:41:14 pm »
Yeah I found it a while ago on some tumblr and made a tiny avatar out of it lol.

But thanks

18
Here, have fun
https://www.dropbox.com/s/92v0t9f1k70rq9c/Projekt-Reichgrad.zip?dl=0

It was always technically up, I just moved the github shit around so the link was dead. I don't know if I'll ever return to this, I've been way too busy with other things to really focus on this sort of thing anymore, and the capabilities of modding still quite aren't there enough for me to be interested. This also probably won't be functional with the current version.

19
I have to agree that I prefer the weird f over the || for plants. the || is just too jarring.

I also personally prefer the diagonal lined walls over the circle filled ones.

That tree with the hanging vegetation is interesting but I'm not a fan of the fat hill shaped things at all.

The tendril/eye shaped things are neat, and they're not bad, but I'd personally not use them. I like the more symmetrical clean ascii and I think that's what stays more in line with the tileset as a whole.

The lobster, rope, "r" thing, are all nice changes though, as are the ramps.

As far as the shading thing goes in terms of making the features darker, I'm not really sure either way, doesn't seem to make a big enough difference for it to matter one way or another.

20
Hmm, that 12x12 is pretty interesting actually.

21
Tilesets and Graphics / Re: AutoReiv [10x10(x2)] graphic set [0.40.24]
« on: August 09, 2015, 10:43:58 pm »
This is neat

22
Tilesets and Graphics / Re: Humble Classic Tileset v 1.0
« on: May 15, 2015, 03:08:18 pm »
Very interesting, and nice colors

23
Tilesets and Graphics / Re: Vherid/Colors 7
« on: May 13, 2015, 11:02:12 pm »

Spoiler (click to show/hide)

Days of DOS
Something of a more proper matrix-like scheme, but also reminiscent of palettes from old DOS games like Doom. Follows similar ideas to Mud of making nobles golden, and special things like adamantine are bright gold/yellow. Of course ice shows up as yellow now, but fuck it.





24
Hey guys,

A thought randomly popped into my head today: Using DF tilesets to draw a comic for a community fortress. I'd take the workshop draw utility and draw a scene, screenshot it and use the image... but why stop there? Would be a lot more fun if people that saw it could change the color scheme and tileset.

I did not find any utility for this, but maybe it's possible to write a website that does it, some java or html5 that reads out the data?

No idea how easy/hard that would be, just throwing the idea out there.

So you're saying, a web app that could somehow read an image, redisplay it in a canvas and allow people to change the tileset and colors.
That sounds pretty hard with my experience.

Unless you have a application that can spit out the picture in some form of data that is far more easily readable and then you could probably use a console library like rot.js, and from that point changing tiles and colors might be far easier.

25
it's only going to be melee + pistols/bolt actions

May I ask about your reasoning? It seems to me that pistol/rifle/ani-material was a logical progression.

I just want to see how it flows this way first. If there's reason to add even more, then I would do so.

Also furthermore, I would want something like the AMs to be rare if anything. They're super OP rifles at the moment, and not much difference than the rifles other than far bigger numbers. What I might do is make it a "purchasable" item through some workshop for gold coins or something, in such a way that instead of every nation having their own, they all kind of come from one supplier company in some off part of the world. Originally they were planned to be used to fight off the super-heavy armored guys, so maybe they'll be back quickly. I might also want to instead experiment with launch-able explosives like a panzerfaust or something.

26
Oooooooooookay.

It's time I come back to this. Right off the bat I'm removing the anti-material rifles for now as well, and it's only going to be melee + pistols/bolt actions. I'm starting the RAWs over from scratch so it will be a bit before there's any DLs again, but I am working on ideas and things again. I might go through each of the races and refine them even more, but as it stands right now, is the most up to date thoughts I've had so far.

27
DF Modding / Re: Open Invite to all - Restarting Masterwork
« on: January 07, 2015, 04:35:03 pm »
My color schemes are still open.

28
Masterwork DF / Re: Masterwork Reborn - A new mod? - Added poll.
« on: January 06, 2015, 10:58:53 pm »
Do it.

30
DF Suggestions / Re: Procedural Gender Systems
« on: December 16, 2014, 04:05:31 pm »
No, because Dwarf Fort is not a game. It was initially about Dwarf Fortress.

This debate has calmed down enough now to be fairly civil, with few obscenities and insults. There is little reason to stop it.

This debate has almost entirely nothing to do with the initial post, and has instead turned into whether gamersfate matters or not.

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