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Author Topic: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)  (Read 500640 times)

LeoCean

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Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
« Reply #435 on: September 14, 2016, 05:19:19 am »

That is way better than the current one. It makes it look like a newer game.
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jecowa

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Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
« Reply #436 on: September 15, 2016, 03:12:00 pm »

The disadvantage to narrower text is that it also makes the map more narrow. (Text and maps both use the same tilesheet.) Since the map is only viewed at the beginning of the world, I don't think it's that big of a deal. Having narrow text is worth it, in my opinion.

The rivers have a green background in the current version. It looks pretty good most the time.
Spoiler: more narrow map (click to show/hide)

Rivers with green grass look kind of weird going through badlands and deserts, though.
Spoiler: desert (click to show/hide)
Spoiler: badlands (click to show/hide)

The green border is also used on roads and walls, but green borders don't seem too bad in the spots.
Spoiler: walls (click to show/hide)
Spoiler: roads (click to show/hide)
I think it looks good on the roads.

Here's the current version of the text tilesheet for anyone who wants to try it out:
Spoiler: tilesheet (click to show/hide)
Intended for use with the TWBT version of Spacefox as the Text Tilesheet.

Edit: added comparison images without the green borders.
« Last Edit: September 15, 2016, 05:40:02 pm by jecowa »
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feelotraveller

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Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
« Reply #437 on: September 16, 2016, 01:18:24 am »

Apologies: wrong thread.  :-[
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daagar

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Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
« Reply #438 on: September 16, 2016, 10:45:05 pm »

Thank you for the tilesheet. Excellent font.
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Rose

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Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
« Reply #439 on: September 16, 2016, 11:01:57 pm »

What's strange about some greenery on the edge of a river in an otherwise arid area?
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jecowa

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Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
« Reply #440 on: October 15, 2016, 08:34:43 pm »

Why do the railroad track end caps all have the same orientation in Spacefox? Doesn't this look weird on draw bridges?
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Meph

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Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
« Reply #441 on: October 16, 2016, 04:38:59 am »

Its using TWBT for those.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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jecowa

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Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
« Reply #442 on: October 16, 2016, 06:22:12 am »

Yeah, those pieces are all rotated in Dorren's TWBT overrides. I was wondering why Spacefox had them all the same in the original (before TWBT existed). He must be using a different perspective. Most packs show the track end pieces and the drawbridge from an overhead view, but Spacefox must be showing them sort of from a side view. The minecart track end pieces are probably supposed to look like a barrier as seen from the side.

For the drawbridge, the pieces are probably supposed to look like they are on top of the bridge, something like this:
Spoiler (click to show/hide)
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LeoCean

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Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
« Reply #443 on: October 18, 2016, 03:15:15 am »

Spacefox did it... Anyways it's like how the railroad tracks were messed up and alpacas were broken for a long time, because no one who commented used them. Including me :P.
« Last Edit: October 18, 2016, 03:17:44 am by LeoCean »
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jecowa

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Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
« Reply #444 on: October 18, 2016, 06:58:49 am »

I just found the Alpaca stuff. I was worried at first. My version of Mayday has 33639 lines that start with `!` and end with `]`. But it's probably fine since I only comment out professions and not creatures themselves.
Spoiler (click to show/hide)


I think the tracks may still be messed up in non-TwbT Spacefox, but maybe it's supposed to look like a mono rail?

Current Non-TwbT Spacefox tracks:


TwbT Spacefox tracks:
Spoiler (click to show/hide)

Original Spacefox tracks:
Spoiler (click to show/hide)

Edit: It looks like even with TwbT overrides, the "invert" status in the d_init file makes a difference. Here's what the tracks looks like with TwbT with the tracks inverted in the d_init:
Spoiler (click to show/hide)

Maybe there's a way to make tracks look good no matter if TwbT is on or off.
« Last Edit: October 18, 2016, 07:16:47 am by jecowa »
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LeoCean

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Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
« Reply #445 on: October 18, 2016, 04:54:58 pm »

You're forgetting that is the phoebus tracks, that look like the monorail. Which admittedly should not have been the default track. It was probably the default one because of the embark map. I am pretty sure in my last upload I fixed the alpacas. Idk if I did for certain though, but I know I fixed it on my end :P. It was another creature that messed up the alpaca graphic, because it was missing something in the graphics.txt file. But seeing as the tracks were fixed and it was at that time that I learned about the alpaca they were both likely fixed?

The inverted twbt tracks you showed did not get the color of the ground, which is good and bad. It all depends on the player I guess. Whats with all the grates on the walls? Set up for engraving? The way to make the original spacefox tracks look better would to be to place the tracks ontop of the ground graphic and merge them but it may need to be fiddled with and tested to make sure the ground tile does not effect the tracks clarity and makes it so it's not just that bland grey it has now.

Yeah I post the fix here as fricy was uploading the pack by that time probably. My latest edits are in 2015 on my computer, I must have deleted any newer versions as they ended up taking up space I needed...
« Last Edit: October 18, 2016, 05:06:57 pm by LeoCean »
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jecowa

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Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
« Reply #446 on: October 18, 2016, 05:28:32 pm »

I was wondering why it was using the Phoebus tracks.

Fricy made a commit that fixed the alpacas in January. I think the tracks were fixed for TWBT users in December.

I'm not sure about the grates. It's a community game. It looks like someone might have a goal of decorating all the walls with grates.

Cudgelgranite:
Fortress Tour:

Spoiler (click to show/hide)
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Nopal

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Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
« Reply #447 on: October 25, 2016, 05:31:05 pm »

<Deleted>
« Last Edit: June 30, 2018, 08:22:45 pm by Nopal »
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jecowa

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Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
« Reply #448 on: October 28, 2016, 10:40:11 am »

Great job, Nopal!
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gustavoghe

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Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
« Reply #449 on: October 31, 2016, 07:18:06 pm »

Greetings!

Is there still a group effort to complete this title set? I think this is the best titleset so far, but a lot of tiles are still missing. Im just wondering if I should give up hope..

Can some one explain to me what is the master branch as well? And how to use it with the PyLNP?

Thanks guys, keep dwarfing.
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