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Messages - Mike Mayday

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406
DF Modding / Re: Tileset pixelation?
« on: October 29, 2011, 02:18:09 pm »
This is because "period" is used as a tile for terrain, so in this case the punctuation mark "period" is displayed as "terrain".

I'll be releasing a simple, more ASCII version of the tileset in a few hours that will not have those problems.

408
DF Modding / Re: [PRINT_MODE:SHADER]
« on: October 29, 2011, 04:16:09 am »
Or here's the 21px tileset with no background http://mayday.w.staszic.waw.pl/~mayday/upload/mayday21_noalpha.png
Sadly it's for the modified raws from this version: http://mayday.w.staszic.waw.pl/~mayday/upload/21pxDFG.zip

If you need anything specific drawn, please let me know.

409
DF General Discussion / Re: you know what would be awesome
« on: October 28, 2011, 04:33:25 pm »
In fact there are about three months of work left.

410
DF General Discussion / Re: Vampires, zombies, necromancers, meh....
« on: October 28, 2011, 02:45:51 pm »
That being said.. I think Dwarf Fortress has came quite a long way in the name of 'realism', compared to many other games of this type.
(If DF could be properly given a 'type', that is.. fantasy?  RPG?)
I think suffering a slightly hobbled clothing industry isn't much to ask in a game where you can create a mile-high tower out of soap and cat bones.

And that is the very reason why, in games, realism doesn't matter.
It's coherence we're looking for. DF has excessive amounts of the former and (as of now) severe deficiency of the latter.
Oh hey, I'm a poet and I don't know it. Some elf skulls I need to... shatter?

411
DF Suggestions / Re: Option for Skill-less(Peasant) Migrants Only.
« on: October 27, 2011, 06:59:06 pm »
Oops, ok :P
That's probably even worse though! How many mechanics do you know who would know how to create a wrench, never mind actual mechanisms?

412
DF Modding / Re: [PRINT_MODE:SHADER]
« on: October 27, 2011, 06:56:21 pm »
Well, a large tileset could be just a matter of resizing a small tileset, right?

As for backgrounds... I'm not really sure I understand what the trouble is here, but here's some facts just in case:
If memory serves me right, on the map display, the background colour is only used to represent:
(for creatures)
Lying down on the ground (brown) - could be replaced with rotating the tile by 90degrees (though in that case it will be important to keep all creatures facing one direction so that they will all be rotated to be lying on their backs)
Flashing Blue background + grayscale tile (legendary) - with larger tiles- just making the dude flash to gray or maybe gold would be enough
Blue background + colours shifted to blue (underwater) -  same as above, this will work very well with the actual tile rendered.

(for items): basically the colour depicts a puddle the item is lying in. Also irrelevant if the actual tile is depicted.
(and for walls): the fact that it's a wall :P  (this is circumvented in a "graphic" tileset, while not a problem in an ASCII tileset).


As for the fun with transparency and blending... I, for one, am abandoning it, because so much new stuff is added that is using already used tiles, that making appropriate symbols is getting impossible. So the tileset I'm using now is http://mayday.w.staszic.waw.pl/~mayday/upload/4%20lxnt/mayday2.png
Only the wall tiles have been heavily edited to depict something more... blockish.

Anyway, there's a 21x21px set I've uploaded some time ago (this the maximum tileset size my display supports)- plenty of space in the creature graphics, as many of them are just reused 16px icons :)
http://mayday.w.staszic.waw.pl/~mayday/upload/21pxDFG.zip
the tileset in this one uses the "graphic" approach http://mayday.w.staszic.waw.pl/~mayday/upload/4%20lxnt/mayday21.png

Or maybe you mean that the problem is the semi-transparent backrounds in many tiles? If so, I can remove them for testing.

Regarding mood icons- would you be able to display some graphics partially outside of the tile? Like a comic thought baloon centered in one of the upper corners of the actual creature tile?


413
DF Modding / Re: [PRINT_MODE:SHADER]
« on: October 27, 2011, 06:07:22 pm »
Did I read that right that you were working on displaying the floor under the creature?
And if yes, are you planning to return to that?

414
DF Suggestions / Re: Option for Skill-less(Peasant) Migrants Only.
« on: October 27, 2011, 06:02:04 pm »
I was actually thinking about this just today and came to the conclusion that a fortress SHOULD eventually start receiving skilled migrants- once it gets big, rich and famous enough.
So I started thinking on how to manage them instead and got this idea: right now we've got a lot of multiskill multiworkers that handle many jobs at the same time. This is fine at the start of the game, but once the fortress gets more populated, you start losing that personal connection with your dwarves.
And what does it look like in large companies? People have specific duties and only do things in their field- because that's easier to manage.
In a small business, it's okay to have one dude be the creative director, technician and janitor at the same time. In a large company, that's three different people. So instead of a huge fortress of dwarves that do everything they can, let's have:
5 miners
3 masons
2 woodcutters
2 carpenters
2 mechanics
3 smiths
15 haulers

Also the job/skill/workshop/profession relationships could use a bit of a remake. For example- if metal mechanisms are made in a forge by a metalsmith, why aren't rock mechanisms made by a stonecrafter in a craftsdwarf's workshop?

What if the population of your fortress was divided into habitants and actual full-time employees?
The former would be out of your direct control. They could set up their own stores and workshops in designated places, while the latter would perform tasks normally. And if you don't have any woodcutters employed, you could post an one time job offer or hire one full time.

Biggest problem is, of course, that the game is currently completely unbalanced in terms of economy.

415
DF General Discussion / Re: DF on Fedora Core 15 problems
« on: October 27, 2011, 05:00:20 pm »
Looks like your ELF interpreter is borked.
If you speak fluent Elvish or aren't planning to maintain peace with the Elves at all, you could switch over to untranslated.


Sorry for this useless post, but corny jokes are stronger than my willpower.

416
What I want to know is, since when did half of the internetfags turn into furries? Seriously, I don't get where the whole "Oh my god! Ponies!" thing came from. My nine year old sister wouldn't touch an episode of My Little Furry with a ten-foot pole. Now, I'll be back later, I have to go play Co-OP GTA with her.
Kids are too busy trying to act adult to be able to enjoy things like ponies.
...and life in general. Sadly, in many cases it carries on to adulthood.
Not saying one has to enjoy ponies to be adult, of course.

417
DF Modding / Re: Creature tile editor
« on: October 25, 2011, 05:19:51 am »
This is everything I wanted and more. :salute: :brofist: and other visual memes are in order!
A thousand thanks for your excellent work!

418
DF Modding / Re: Creature tile editor
« on: October 25, 2011, 12:06:55 am »
This new version is 20% cooler and a million% more fantastic!
Many thanks, bdog, you're a wonderful human being! I just gave it a good testing and it is two steps away from perfection :D

I think I have an idea on how to quickly do that thing we've discussed in the PMs-
Can you easily make it so that clicking on a creature in the left list takes you directly to the edit screen for the first subitem? and then clicking whichever save button takes you back to that creature's main screen (with different edit buttons)? That would make the workflow twice as fast.

And the final step to perfection would be if the left list didn't get scrolled back up after updating... but I imagine with php that's a bit harder to do.

In any case, what you've done already will make my life a hundred times easier so thanks and take care!
Maybe you have some graphicless creatures you'd want me to sprite for you? :D

EDIT: I've just realized I made a stupid mistake: having the default title_page as "default" might make searching the files later on problematic (because DEFAULT is a tag in the definitions). so... sorry, could you change it to "Creatures" or something like that?

419
DF General Discussion / Re: Things you wish were still in the Game
« on: October 24, 2011, 12:36:40 pm »
I heartily disapprove.
Each mining should produce exactly the same amount of rock, but the more skilled miners should produce more useful pieces (larger blocks).
Pulverizing rock is cheating!

420
DF Modding / Re: Creature tile editor
« on: October 24, 2011, 11:14:44 am »
There's no need for java here, it's javascript - a whole different thing.

Ugh, I can't believe I've made this common mistake
Anyway, sent you a PM cause I still have some probs.

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