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Author Topic: GemSet v1.41 [42.04]  (Read 336036 times)

Max™

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Re: (24x24 / 48x48) GemSet v1.2 [40.24]
« Reply #120 on: May 24, 2015, 09:59:10 pm »

Tried it with the new colors for ya, I'll see how they grow on me:
Spoiler (click to show/hide)
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DragonDePlatino

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Re: (24x24 / 48x48) GemSet v1.2 [40.24]
« Reply #121 on: May 24, 2015, 10:02:08 pm »

Nice! Those are some excellent screenshots as well! I think I'll be keeping these in the OP for a while. It's a good showcase of the dwarves, intact maps and twbt overrides.

Max™

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Re: (24x24 / 48x48) GemSet v1.2 [40.24]
« Reply #122 on: May 24, 2015, 10:14:25 pm »

That color scheme does work better on the maps.

Oof, but not the travel map:
Spoiler (click to show/hide)

For comparison with what I was using:
Spoiler (click to show/hide)
« Last Edit: May 24, 2015, 10:21:14 pm by Max™ »
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DragonDePlatino

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Re: (24x24 / 48x48) GemSet v1.2 [40.24]
« Reply #123 on: May 24, 2015, 10:32:44 pm »

Hmm! Try this instead.

Spoiler (click to show/hide)

I'd like to keep the brown nice and bright so that overrides look good, but this should fix the terrible clashing of the gray and brown.

Max™

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Re: (24x24 / 48x48) GemSet v1.2 [40.24]
« Reply #124 on: May 24, 2015, 11:29:59 pm »

That's better but it's so hard to get my eyes used to seeing what is going on with different color schemes due to the lighting in the room and such, I'll keep it in a ..colors.txt so I can switch back and forth for testing though.
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fricy

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Re: (24x24 / 48x48) GemSet v1.2 [40.24]
« Reply #125 on: May 25, 2015, 12:15:09 pm »

Spoiler: Looking good. (click to show/hide)

DragonDePlatino

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Re: (24x24 / 48x48) GemSet v1.2 [40.24]
« Reply #126 on: May 25, 2015, 12:57:09 pm »

Here you go, fricy! Give either of these a shot and tell me if they work for you.



The first one's a south-facing bed with a more-visible footboard and the second one's an east-facing bed.

Also, eugh. I wasn't aware the temporarily-recolored magenta furniture had that terrible orange background. Spawning furniture in arena mode didn't give me that. Try this set of overrides to fix that:

Spoiler (click to show/hide)
« Last Edit: May 25, 2015, 01:04:28 pm by DragonDePlatino »
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Meph

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Re: (24x24 / 48x48) GemSet v1.2 [40.24]
« Reply #127 on: May 25, 2015, 01:10:54 pm »

Whats the source of the pink bins and barrels with the brown background? Doesnt seem quite right.

Suggestion for the tileset: The '+' which are floors... make them very thin, small, like a tiny dot in the center. Enough for people to know that it's a tile, but barely visible so that the background is mostly black. Or maybe outlines like a tiny fleur-de-lis or celtic cross?

Spoiler (click to show/hide)

Sorry if I'm not making much sense. I'll try some mock-ups.
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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 :::
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DragonDePlatino

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Re: (24x24 / 48x48) GemSet v1.2 [40.24]
« Reply #128 on: May 25, 2015, 01:14:52 pm »

The problem with bins/barrels is that they display with a black foreground and orange background. This makes them appear invisible in certain situations, so as a temporary fix I'm making them all an ugly magenta color. When the next version of TWBT is released with support for material colors, that'll be gone.

And yeah, that's exactly what I'm planning to do for the floors. The mockup I posted a while back had exactly that. The top room has constructed floor and the bottom has engraved floor. Though now that I think about it, it might not be possible to separately override the latter?

Meph

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Re: (24x24 / 48x48) GemSet v1.2 [40.24]
« Reply #129 on: May 25, 2015, 01:30:19 pm »

Spoiler (click to show/hide)

Top left is ascii vanilla. Very cluttered looking in comparison to the others. I thought with your old-school black background idea, it would be nice to get floors mostly black. Or you go all in and give them intricate engravings, because you have the skill as an artist and the pixels, at least in the 48x version, to actually do that.

Should be possible to overrite that.

Maybe make constructed/smoothed floors like you described, with mostly black/inconspicious, but go the opposite for the engraved floor? That way players can chose between the two art styles. :)

Edit: Crap, where were you when I first started doing a 64x tileset? :P

Edit2: Will the tree-stumps get the same isometric fake 3D as the walls?
« Last Edit: May 25, 2015, 01:32:39 pm by Meph »
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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 :::

fricy

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Re: (24x24 / 48x48) GemSet v1.2 [40.24]
« Reply #130 on: May 25, 2015, 02:01:55 pm »

Here you go, fricy! Give either of these a shot and tell me if they work for you.
Quote
Try this set of overrides to fix that:

DragonDePlatino

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Re: (24x24 / 48x48) GemSet v1.2 [40.24]
« Reply #131 on: May 25, 2015, 02:08:43 pm »

Top left is ascii vanilla. Very cluttered looking in comparison to the others. I thought with your old-school black background idea, it would be nice to get floors mostly black. Or you go all in and give them intricate engravings, because you have the skill as an artist and the pixels, at least in the 48x version, to actually do that.

Heh. I could try some different floor patterns, now that I think about it. Like you said, the important bit is pushing floor tiles into the background, either by making them darker or smaller. I also looked into it and it'll be possible to create different overrides for rough, smooth and engraved floors. Engraved floors will be a little tricky, though, because they could be almost any tile.

Unfortunately, though, I won't be able to create detailed 48px tiles. For GemSet, I'm drawing everything in a native 24px resolution and upsizing it using this neat little program. (XBr 2x algorithm, BTW)

Oh, and the tree stumps you see in that mockup are pretty much the final designs. I've created nicer-looking 3D stumps, but unfortunately I can't make them look natural for both the 2x2 trunks and 3x3 trunks. We'll have to stick with the uglier flat stumps instead. :/


Thanks! Everything looks much better now so I think I'll be doing a quick v1.21 update to fix these minor issues.

EDIT:

OK, it's up. *Insert Back to the Future quote here*
« Last Edit: May 25, 2015, 02:20:31 pm by DragonDePlatino »
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variablenonsense

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #132 on: May 25, 2015, 03:06:17 pm »

Oh man, I'm loving the progress on this. PTW. :D
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Max™

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #133 on: May 25, 2015, 07:04:08 pm »

I forget what were your plans regarding a map and text tileset?

There is a lot of overrides stuff that can be done as well but the way twbt handles it makes it seem like a waste to not do both.

Spoiler (click to show/hide)
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DragonDePlatino

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #134 on: May 25, 2015, 07:41:19 pm »

I will be keeping the tileset purely text. I created a graphics set a long time ago that edited the tileset, but I hated how tacky the results looked and abandoned the project as a result. TWBT, on the other hand, gives me control over every item, tile and building so I'll be using exclusively that. If you look at this page, you'll see it's nearly impossible to edit any character in the tileset without affecting multiple tiles.
« Last Edit: May 25, 2015, 07:42:50 pm by DragonDePlatino »
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