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Author Topic: Considering Tile-set. 8-Bit.  (Read 829 times)

DizzyCrash

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Considering Tile-set. 8-Bit.
« on: April 18, 2018, 03:08:18 pm »

So I was the author of a relatively well received tile-set like 10 years ago. As a professional pixel artist I undertook the challenge to make a old Nintendo-inspired tile-set.. It was fairly quickly rendered obsolete as the next patch a few months later updated how tilesets work in DF and i never bothered with a followup. But I am considering using my skills as a pixel artist to create another one.

Although it goes without saying the process of doing so has changed in 10 years and there is alot i will have to learn... like alot..
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DizzyCrash

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Re: Considering Tile-set. 8-Bit.
« Reply #1 on: April 18, 2018, 03:10:36 pm »

Before I do though.. Should I know id somebody else is already doing this? I dont want to sink work into it just to make something similar to an already popular tileset using pixel art.
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Warlord255

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Re: Considering Tile-set. 8-Bit.
« Reply #2 on: April 18, 2018, 04:14:29 pm »

The most pertinent information is on the wiki.

http://dwarffortresswiki.org/DF2014:Tilesets

http://dwarffortresswiki.org/index.php/Character_table

There's also this forum post, though I'm unsure how well it's aged;

http://www.bay12forums.com/smf/index.php?topic=56775.0
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DizzyCrash

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Re: Considering Tile-set. 8-Bit.
« Reply #3 on: April 18, 2018, 04:23:33 pm »

The most pertinent information is on the wiki.

http://dwarffortresswiki.org/DF2014:Tilesets

http://dwarffortresswiki.org/index.php/Character_table

There's also this forum post, though I'm unsure how well it's aged;

http://www.bay12forums.com/smf/index.php?topic=56775.0

Yeaaah.. when i did mine it was before all this fading stuff..
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Meph

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Re: Considering Tile-set. 8-Bit.
« Reply #4 on: April 19, 2018, 12:18:57 pm »

Considering that there is dfhack, twbt and tile overrides, I'd say yes. ^^ In olden times, DF hat 256 tiles, the normal 16x16 tileset in data/art. Now it's near unlimited, with as many as you like. The bigger tilesets have literally a few thousand sprites.

There are 763 creatures atm in the game, each one needs a child, adult, undead, and if need be hunting/war trained sprite, all intelligent creatures may use profession sprites (there are around 200 int creatures and 220 professions if I'm not mistaken, so a max. of 44.000 sprites just for the professions... no one was insane enough so far to do that. It would also slow down saving A LOT), and... yeah. You can do individual tiles for each item now, and several sprites for each plant. For example sapling, plant spring, plant summer, plant autumn, plant winter, plant leaves, plant seeds, plant fruits, plant flowers, dead plant... and that for each one.
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DizzyCrash

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Re: Considering Tile-set. 8-Bit.
« Reply #5 on: April 19, 2018, 03:09:00 pm »

Considering that there is dfhack, twbt and tile overrides, I'd say yes. ^^ In olden times, DF hat 256 tiles, the normal 16x16 tileset in data/art. Now it's near unlimited, with as many as you like. The bigger tilesets have literally a few thousand sprites.

There are 763 creatures atm in the game, each one needs a child, adult, undead, and if need be hunting/war trained sprite, all intelligent creatures may use profession sprites (there are around 200 int creatures and 220 professions if I'm not mistaken, so a max. of 44.000 sprites just for the professions... no one was insane enough so far to do that. It would also slow down saving A LOT), and... yeah. You can do individual tiles for each item now, and several sprites for each plant. For example sapling, plant spring, plant summer, plant autumn, plant winter, plant leaves, plant seeds, plant fruits, plant flowers, dead plant... and that for each one.

Yeah if i were to do something like this it would probably be a simplistic one like ironhand, not requiring DFhack.
If i was to do a huge undertaking i would need other artists to collaborate!
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