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Author Topic: Dirt Fortress [20 dirty/retro tilesets in various variations]  (Read 19874 times)

raeborga

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Dirt Fortress [20 dirty/retro tilesets in various variations]
« on: August 08, 2016, 03:52:43 pm »

So I got really [DATA EXPUNGED] the other night and decided to make a tileset. There are some issues with it, but I can't seem to reproduce what I did to make it in the first place, so for now it is what it is. I dedicate it to those of you who imagine DF to be a dirty, rusted over landscape that menaces with spikes of dirt and rust. Hopefully you enjoy it.

Below you will find several dirty tilesets for use at home or at work.
It is difficult to judge how they look in-game without trying them out.
If you like these tilesets for some reason, please post screenshots of your majestic fortresses.

*Links to additional (bonus!) tilesets can be found towards the bottom of this post.


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Tileset (base):


Tileset (shaded ground tiles):
Spoiler (click to show/hide)

Tileset (outline):
Spoiler (click to show/hide)

Tileset (outline + shaded bottom half):
Spoiler (click to show/hide)

Tileset (mushrooms):
Spoiler (click to show/hide)

Tileset (mushrooms + shaded bottom half):
Spoiler (click to show/hide)

Tileset (toilet paper):
Spoiler (click to show/hide)

Tileset (clean):
Spoiler (click to show/hide)

Tileset (12x16):
Spoiler (click to show/hide)

Tileset (12x16 dorf):
Spoiler (click to show/hide)

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Screenshot using DirtRGB (brownish foreground/bluish background) color scheme:
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Screenshot using DirtBGR (bluish foreground/brownish background) color scheme:
Spoiler (click to show/hide)
Spoiler (click to show/hide)

*These 2 screenshots use the "toilet paper" tileset.

----------------------------------------------------------------

Screenshots using Vherid's "Sorrow" color scheme:
Spoiler (click to show/hide)
Spoiler (click to show/hide)

*These 2 screenshots use the "base" tileset.

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VGA/CRT(scanlines) Tilesets:
http://www.bay12forums.com/smf/index.php?topic=159883.msg7147464#msg7147464

Weird Old PC Font Tilesets:
http://www.bay12forums.com/smf/index.php?topic=159883.msg7185853#msg7185853

ZX Spectrum Tilesets/Colors:
http://www.bay12forums.com/smf/index.php?topic=159883.msg7192915#msg7192915

Toy CGA Tileset:
http://www.bay12forums.com/smf/index.php?topic=159883.msg7192951#msg7192951

ZX Spectrum/8x8 Racial Graphics:
http://www.bay12forums.com/smf/index.php?topic=159883.msg7192995#msg7192995

----------------------------------------------------------------

"One man's treasure is another man's trash"
...or something like that...
« Last Edit: September 27, 2016, 10:47:17 pm by raeborga »
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Nopal

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Re: Dirt Fortress 16x16
« Reply #1 on: August 09, 2016, 02:50:40 pm »

<Deleted>
« Last Edit: June 30, 2018, 08:10:59 pm by Nopal »
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raeborga

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Re: Dirt Fortress 16x16
« Reply #2 on: August 09, 2016, 11:21:27 pm »

You should add some shaded backgrounds to make this set even cooler ;)

The tileset is set (TILE SET!?8)) in stone, but that doesn't stop me from adding to it. What are people typically looking for with shaded backgrounds? A noise layer might be too much garbage on the screen at once. Maybe just varying shades of gray? Like 50 or so sha-ahahaha... ah, that's not even funny really...

...Yeah totally man. Any suggestions?
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jecowa

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Re: Dirt Fortress 16x16
« Reply #3 on: August 10, 2016, 01:33:04 am »

You should add some shaded backgrounds to make this set even cooler ;)

What are people typically looking for with shaded backgrounds?

This is something I've been curious about too. The plus (+) tile is the most often shaded. It is used for the ground. All the floor tiles, the stockpile tile, and the up and down ramps are the most commonly-highlighted tiles. With shading on the ground, it is filled with color instead of just blackness. If you like your ground mostly black, then you probably aren't into shading. Jolly Bastion and Mayday highlight about everything, but lots of tilesets don't have shading. Shading has disadvantages. For example, shading the period will make text look not as good (unless you are using Text Will Be Text).

Here's a chart of commonly-highlighted tiles:
Note that this chart does not include walls or anything below the tendrils. (I got lazy.)

For Wall information you might want to compare Vorpal Curses +1 and CLA (seen in spoilers below):
Spoiler: CLA (click to show/hide)
Spoiler: Vorpal Curses +1 (click to show/hide)

I'm not really an expert on this stuff. Max™ knows a lot more about shading. I'm kind of wondering why NSMR and CLA don't shade all the same wall pieces. I see CLA chose not to highlight the wall pieces that are used for the table and chair.
« Last Edit: August 10, 2016, 01:36:26 am by jecowa »
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Max™

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Re: Dirt Fortress 16x16
« Reply #4 on: August 10, 2016, 05:46:14 am »

I did black backgrounds for the tables and such so they don't show up unless engraved, those various tiles can show up when you have tracks and such so I did them for visual consistency.

The rusty set has a neat look to it, wasn't sure I'd like it as much from the tileset itself but the screenshots are neat.
« Last Edit: August 10, 2016, 05:47:46 am by Max™ »
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raeborga

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Re: Dirt Fortress 16x16
« Reply #5 on: August 10, 2016, 01:29:41 pm »

Thanks for the tips! I'll see what I can do with it later.

I'm always worried about going too far when it comes to tilesets (or any low-bit graphics). I feel like, at the end of the day, it should still read well with a quick glance. For me that means clearly defined colors, and (ironically) cleaner sets with less visual noise. I think shaded backgrounds in this fashion would lower the overall contrast of the screen, and might make an already difficult-to-read tileset even more difficult-to-read.

Gotta be some way to do it. The proverbial sprinkles on the poop.

Any idea what blending mode DF uses to color tiles? (Sub, Add, etc.)
« Last Edit: August 10, 2016, 01:35:00 pm by raeborga »
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Max™

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Re: Dirt Fortress 16x16
« Reply #6 on: August 10, 2016, 03:53:16 pm »

I think it adds, I had to use pastel looking colors to get racial graphics to show up right for the jobs, otherwise the darker ones like axe users wound up almost black.
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jecowa

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Re: Dirt Fortress 16x16
« Reply #7 on: August 10, 2016, 04:03:55 pm »

Yeah, the default dark blue doesn't contrast enough with the black backgrounds.
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raeborga

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Re: Dirt Fortress 16x16
« Reply #8 on: August 10, 2016, 05:28:23 pm »

You should add some shaded backgrounds to make this set even cooler ;)

Does this suit your fancy?
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jecowa

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Re: Dirt Fortress 16x16
« Reply #9 on: August 10, 2016, 07:13:06 pm »

Does this suit your fancy?
Spoiler (click to show/hide)

Summary of tiles highlighted:
  • 5 floor tiles - 39, 43, 44, 46, 96
  • farm tile - 126
  • water tile - 147
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raeborga

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Re: Dirt Fortress 16x16
« Reply #10 on: August 10, 2016, 10:12:46 pm »

Any feedback on the shaded tileset is appreciated, as I am biased against it. Is it too subtle? Should I do more tiles? etc.
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Max™

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Re: Dirt Fortress 16x16
« Reply #11 on: August 12, 2016, 09:03:24 pm »

I think the subtle dusty look is a nice option, and I'd keep it as an option. Same way I keep the .xcf with the layers for the straight walls, shaded tiles, and whatnot so I can swap them around if someone requests one of the alternative setups. It really is a neat idea, seems like a natural fit for the post-apocalyptic setting df mods too!
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Heretic

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Re: Dirt Fortress 16x16
« Reply #12 on: August 16, 2016, 09:48:13 am »

PTW
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raeborga

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Re: Dirt Fortress 16x16
« Reply #13 on: August 17, 2016, 02:41:01 am »

Added 2 new tilesets with 2 variations.

The outline tileset adds a white outline around the letters and such to improve reading.
The mushroom set ahaha haha ha...! !!*

Both sets have optional 8px "scanlines" that slightly darken the bottom half of each tile, which improves Horizontal Recognition (tm).

*just try it
« Last Edit: August 17, 2016, 02:43:34 am by raeborga »
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Nopal

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Re: Dirt Fortress 16x16
« Reply #14 on: August 18, 2016, 12:10:24 pm »

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« Last Edit: June 30, 2018, 08:11:38 pm by Nopal »
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