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Author Topic: GemSet v1.41 [42.04]  (Read 336538 times)

Max™

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Re: GemSet v1.32 [40.24]
« Reply #375 on: June 15, 2015, 05:42:52 pm »

Am I just too retarded to use this or something? I try to play it, and...

Spoiler (click to show/hide)
Wait, did you also install one of the text tilesets and that set with the creature graphics on it?
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Clatch

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Re: GemSet v1.32 [40.24]
« Reply #376 on: June 15, 2015, 06:07:56 pm »

Am I just too retarded to use this or something? I try to play it, and...

Spoiler (click to show/hide)

Turn off the hieroglyphics mode.  DragonDePlatino is working on a new 3D engraver plugin.

... kidding.

Button

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Re: GemSet v1.32 [40.24]
« Reply #377 on: June 15, 2015, 09:26:24 pm »

Maybe...I have a hard limit of 256 tiles (changing a plant's ASCII tile makes it a different override) and I want to be as generous as possible with leaving extra space. Having separate stages for each shrub will double or triple the amount of space they take up. I know I did that a while ago but now that each plant has a unique graphic, I'm more hard-pressed for extra space for mod/update support and such.

A good compromise might be to make "there's no seasonal pickable growth here" vs "there's a seasonal pickable growth here!" versions of the fruit plants. That's the most valuable information from a player's pov.
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I used to work on Modest Mod and Plant Fixes.

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Clatch

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Re: GemSet v1.32 [40.24]
« Reply #378 on: June 16, 2015, 04:22:42 pm »

A good compromise might be to make "there's no seasonal pickable growth here" vs "there's a seasonal pickable growth here!" versions of the fruit plants. That's the most valuable information from a player's pov.

With all the detail on the new plants, that would be quite cool!  I'm not sure that all the plants would even need visible fruit -- just a subset.

Meph

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Re: GemSet v1.32 [40.24]
« Reply #379 on: June 18, 2015, 10:17:14 pm »

How finished is GemSet by now? Excluding the unique workshops, you seem to have everything down.

I ask because there are some Necromancers, Orcs and Succubi which might require a fitting profession spriteset. ;)
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

DragonDePlatino

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Re: GemSet v1.32 [40.24]
« Reply #380 on: June 18, 2015, 11:36:19 pm »

Sorry, but I haven't made any progress in GemSet since my last post. I still have to insert all of the plants into the game. I've been a bit...distracted. :P

The other day I was like "Hey, let's screw around in Python a bit" and then suddenly, so many programming concepts started clicking for me. Now I know how to read text files, work in 2D arrays, handle JSON data, derive classes...I've wanted to learn programming my entire life so I'm really excited that I've been making such rapid progress.

But who knows? Maybe all of this will come in handy for GemSet. I know how to work with images so I could create a custom installer or something.

Anyways, I digress. Even though I haven't worked on GemSet lately, I did draw some Masterwork sprites a while ago to see if I could fit them into the style. Here are the default orc, gnome, succubus, necromancer and hermit:



Hmm...The hermit only only a single graphic, right? In that case, it wouldn't be too much trouble to draw a separate female hermit graphic. I know DF doesn't have caste graphics, but maybe you could create a female hermit that's an exact copy of the male hermit except for the displayed tile? I dunno. Just throwing some ideas out there.

A good compromise might be to make "there's no seasonal pickable growth here" vs "there's a seasonal pickable growth here!" versions of the fruit plants. That's the most valuable information from a player's pov.

Hey, that's actually a pretty good idea! It would only add a dozen or two more shrub graphics so I can definitely manage that.
« Last Edit: June 18, 2015, 11:38:25 pm by DragonDePlatino »
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Max™

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Re: GemSet v1.32 [40.24]
« Reply #381 on: June 19, 2015, 01:48:46 am »

It occurs to me that if you had GemSet include a working BAMM setup so it would just load itself when you ran it that would be amazing.
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Dirst

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Re: GemSet v1.32 [40.24]
« Reply #382 on: June 19, 2015, 05:10:59 am »

I've been a bit...distracted. :P
Yeah, Succubi are good at that ;)
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Meph

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Re: GemSet v1.32 [40.24]
« Reply #383 on: June 19, 2015, 07:41:39 am »



Sweet. :) There are some details off, but it's nice to see a comparison with your art style vs. the ones currently used in the mod.

The hermit currently uses only one sprite, I can't really determine graphics depending on gender. But I thought to expand the mode and give the hermit a race. Dwarf Hermit, Kobold Hemit, Goblin Hermit, etc. One Hermit version per race.

I'm travelling for a couple more months, but I'll let you know before I get back to Germany and start working in earnest on MDF again. I hope you are still around then. :)

I'm fairly certain that I can copy the art style for plants and objects, but the creatures are better left in your hands.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Zakgeki

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Re: GemSet v1.32 [40.24]
« Reply #384 on: June 20, 2015, 10:08:41 pm »

Am I just too retarded to use this or something? I try to play it, and...

Spoiler (click to show/hide)
Wait, did you also install one of the text tilesets and that set with the creature graphics on it?

I'm having the same issue. Do you hhave an idea on how to fix it? The file with those letters is called gemset_map.png
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Shonai_Dweller

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Re: GemSet v1.32 [40.24]
« Reply #385 on: June 21, 2015, 05:53:38 pm »

Am I just too retarded to use this or something? I try to play it, and...

Spoiler (click to show/hide)
Wait, did you also install one of the text tilesets and that set with the creature graphics on it?

I'm having the same issue. Do you hhave an idea on how to fix it? The file with those letters is called gemset_map.png
As mentioned on the previous page, this is what happens if you try to use the set without dfhack and TWBT installed.
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Zakgeki

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Re: GemSet v1.32 [40.24]
« Reply #386 on: June 21, 2015, 09:22:29 pm »

Sorry, I must have them installed incorrectly.
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RustKnight

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Re: GemSet v1.32 [40.24]
« Reply #387 on: June 25, 2015, 11:46:17 am »

I've been stalking this thread for some time, and given to the lack of my IT knowledge I am unsure about one feature of this tileset: Will this tileset enable clothings, items, and maybe even visual statuses (bloddified clothes, scars etc.) to be addable ? And if so, this is currently the first mod that has this, right ?
When I said about blood I had something like IVAN in mind.

EDIT: I forgot to add this question: If there is such a feature how exactly is it named ? Multiple layer tileset ?
« Last Edit: June 25, 2015, 11:50:42 am by RustKnight »
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Max™

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Re: GemSet v1.32 [40.24]
« Reply #388 on: June 25, 2015, 11:56:19 am »

Don't think those are possible to display in game like that, it requires visualizers like stonesense to do that, I imagine armok vision will do this eventually as well.
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Kromtec

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Re: GemSet v1.32 [40.24]
« Reply #389 on: June 27, 2015, 05:38:37 pm »

Any progress with my favorite tile set?  ;D
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