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Worldmap: What style would you prefer?

Icons, like ASCII but prettier.
Hand-drawn, like an old-timey sepia map.
Full graphics, like JRPGs with full-on sprites.
Same as the tileset ingame. Forests would use the tree sprite, mountains a rock sprite, etc.
Other. Please post your ideas/examples.

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Author Topic: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - offline  (Read 876505 times)

jecowa

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Inconsistent perspectives is really common in tilesets, but it looks kind of weird in this case.

Maybe something more like this:
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Vordak

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Mechanism, shown in previous post, should not, in principle, work.
v05 v06 v07

Upd. 2017.12.25
v08
« Last Edit: December 25, 2017, 11:39:39 am by Vordak »
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Bumber

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v07 seems best in line with the rest of the set.

The EW axle's gear seems a bit smaller than the NS axle's. This may be intended.
« Last Edit: December 24, 2017, 07:09:33 pm by Bumber »
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Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

Meph

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Update!


 - New catapult, catapult parts, ballista, ballista parts, ballista ammo.
 - New tracks,track stops and rollers.
 - New sprites for the 5 new professions, Criminal, Pilgrim, Monk, Prophet and Peddler. For Dwarves, Elves, Humans, Goblins and Kobolds.
 - New items, lots of them.
 - New animated Screwpump.
 - Constructed walls and smoothed walls now have different styles.
 - Constructed stairs and dug stairs now have different styles.
 - Smoothed walls have a new style.
 - Added a fancy font set with detailing and nicer map view and embossed capital letters.
 - New bridge tiles.
 - New leaves. There are three types of tree styles now.
 - New saplings.
 - New vermin. Vermin have more unique sprites now, some animated, and are way smaller than before.
 - A dozen corpse sprites.
 - Caged creature silhouettes.
 - New utility sprites for Mouse Cursor, Wall Constructions, Well/Bridge Constructions, Depot Access, Channelling...

To sum it up: A really big update. A special thanks to Vordak for his contributions, as well as the currently absent Obsidian Soul. I started this tileset to give the art assets he posted a platform. He did reappear for a while and updated his portfolio, so I did the same. Many already existing sprites have been replaced with his work.

Here some previews of the new sprites.


Bow, Scimitar, Scourge, Training weapons. Done by Obsidian Soul.


Trap components and mechanism. Done by me, Obsidian Soul and Vordak. (I did the mechanism, retreated spikes and axe blade, Obsidian Soul did the spikes and spiked ball, Vordak did the serrated disc and corkscrew. I altered those slightly, hope that's ok. :) )


All kinds of clothing, toys, crafts, prepared fish, engraved slab... all done by Obsidian Soul.


Vermin! Also done by Obsidian Soul, with a few changes by me. As you can see a few of them are there twice, right next to each other. These sprites are slightly different and result in an animated vermin graphic ingame.


New bridge. Done by me.


New constructed walls. Taken from Warcraft II, I stumbled over the tiles by chance and they fit perfectly. Also to see: The constructed stairs and the new mouse pointer, which was done by HaterSkater for his excellent Duerer Set. He didn't just make a tileset, he made art.


New trees, done by me. Now with different leaves, different coloration in the leaves (three layers from the tree center).


New saplings. I made a few variations and unique ones for the cavern trees/giant mushrooms. Should add a bit more atmosphere without distracting too much.


Corpses! Previously when a creature died, it reverted back to its tile. So you had a nice-looking bear sprite, but the dead bear was just a "b". Dead snake? "s". Now you get skeletons that fit the body type. The bottom left also shows the corpsepiece, aka a cut-off bodypart. No longer will teeth, arms and legs look like extra corpses in your stockpiles.


Caged creatures! Previously they also showed/blinked in their tile number, like "b" for bear, or "S" for a giant snake... now they show the silhouette of the creature type you caught. I kinda had to do this together with the corpses, otherwise the cages would have shown the corpses. DF is weird :D


Constructions! When you start building a wall or well, you were always greeted with a "O" and "o" ingame. Now it looks like an actual, small construction site. And a shovel icon for designated channel digging.


Civ-sprites! The new DF version added 5 new professions, the monk, pilgrim, prophet, criminal and peddler. Here they are for all civs. Dwarves are done by Vordak, I did the others. (Sorry for the jpg compression, they look clearer ingame)


Siege engines! Ballista and Catapult and their parts. Also done: Animated screw pump. :)


Tracks, rollers and track stops! Done by Vordak, special thanks for those, also to Jecowa who noticed some minecart movement clashing with the design, which has been fixed.

And the last one:
Spoiler: MENU (click to show/hide)

The ingame menu now has a nice celtic-knot border, the mini-map is a bit nicer, and capital letters are embossed. I'm sure that it's a matter of taste, for those that dislike this font, you can find an alternative without the embossed letters in the extra-fonts folder. I made the font 12px wide, which means that the menu takes up less space. On my machine it shows 5.5 ingame tiles more, in comparison to the old 16px font. That means you see more of the map. :)

That's it. A big update containing a lot of extra work by Vordak and Obsidian Soul. Check out their threads for more cool art by them.

Next I'll work on the caverns. Give them 3 different designs and make civ-sprites for the cavern tribes. Antmen spearman and frog blowgunner should show their proper military sprites soon. :)

Edit: PS: and
« Last Edit: December 27, 2017, 12:06:13 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 :::

ANickel

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Absolutely amazing work!  I'd love to play with this set again, but there's too much fiddling to get it to work with LNP.  Any idea when it will be added back into the pack?
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jecowa

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I'm curious about the item clouds being removed from growth drops on the trees. What is an item cloud?


Tracks, rollers and track stops! Done by Vordak, special thanks for those, also to Jecowa who noticed some minecart movement clashing with the design, which has been fixed.

I think it was Vordak who noticed the Minecart Movements.
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Meph

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Absolutely amazing work!  I'd love to play with this set again, but there's too much fiddling to get it to work with LNP.  Any idea when it will be added back into the pack?
No fiddling at all, it should be just drag and drop.  :o

I'm curious about the item clouds being removed from growth drops on the trees. What is an item cloud?

Tracks, rollers and track stops! Done by Vordak, special thanks for those, also to Jecowa who noticed some minecart movement clashing with the design, which has been fixed.

I think it was Vordak who noticed the Minecart Movements.
I checked, it was Amostubal. Sorry. ^^

Item clouds are created when leaves or fruit fall off trees... it's like a dust-cloud, using tile 176,177,178 and 1-2 other tiles. There are no overrides for it, and it doesn't really add anything but distractions to the game, so I eradicated them. Mostly because the tiles in question do not look like falling leaves/fruit at all.

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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 :::

Button

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PTW.
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I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

jecowa

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Item clouds are created when leaves or fruit fall off trees... it's like a dust-cloud, using tile 176,177,178 and 1-2 other tiles. There are no overrides for it, and it doesn't really add anything but distractions to the game, so I eradicated them. Mostly because the tiles in question do not look like falling leaves/fruit at all.
That sounds like a good change. It looks like leaves are just a graphical effect at this point in the game and don't affect any mechanics. So it's probably safe to give them "no cloud" tags in existing saves. Does that sound right to you?

Also, concerning the survey, being able to see which parts of the walls are constructed instead of carved sounds like it could be nice, even if it does make them a little more ugly. It gives them more character.
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Meph

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A little bit is funny... I made them very different looking. ^^

Edit: Sorry, didn't answer your question about the cloud-change. Yes, it causes no issues if you switch that between saves.
« Last Edit: December 27, 2017, 04:43:04 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 :::

Ruttiger

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Wow, that's amazingly beautiful.  I haven't logged in or posted here in years, and did just to point out to you how fantastic this looks.

the only thing I'd complain about is that the vermin is too large.  Those things should be tiny, because vermin are tiny. 
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Kromtec

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I recently tried v1.6.1 with Vordaks' dwarfs and have to say that this tileset is awesome. Especially the uniform look of the grass, boulders, pebbles and plants on the surface is a feature that really thrills me.
The changes in v1.7 look equally cool, particularly the tracks and trees.

Looking forward to the cavern improvements, because they currently look a little bit all over the place.  :D

Is it possible with TWBT Next to make gems more shiny? If you compare cut gems and large gems with the gems shown in the jewelers workshop, they look really dull because of the missing highlights.
Maybe give even rough gems and gem walls some highlights.



edit:
It looks like decorations do not work neither in 1.6.1 nor in 1.7. I get random tiles instead of the tiles that you show in this post.
Oh and please put the decoration legend into the first post, it is rather hard to find at the moment.
« Last Edit: December 28, 2017, 12:48:57 pm by Kromtec »
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Meph

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The decoration legend is included in the download, see "Legend - Decorations.png".

I can easily add highlights to the gems.

I tested the decorations... damn. I know there was a problem with workshop overrides, and thought mifki fixed it... but it's seemingly only fixed for hardcoded workshops, not for custom workshops. Thats bad. I can't fix that.
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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 :::

jecowa

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If I'm understanding the correctly, the _MDF_decorations.png overrides are for all the modded content of the graphics pack. He would probably need to generate a new world with Meph installed to get the decorated display racks, statues, gardens, banners, carpets, floors, signs, lights, etc.
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Meph

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No no, he is perfectly right. You can build the workshops, they transform (so Roses scripts work), but they use the tile in the Meph_32x32.png, instead of the overrides. It was a problem with TWBT in 44.02, since it adds a new workshop (Display Case), but I thought mifki fixed it. Apparently it's not fixed.
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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 :::
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