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Author Topic: Steam/Itch.io tileset - Mayday/Meph - Discussion and Suggestions  (Read 42434 times)

Superdorf

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Re: Steam DF tileset - Mayday/Meph - Discussion and Suggestions
« Reply #300 on: March 21, 2019, 08:54:11 am »

Hah, alright then. "Why not?" is always a good answer for these sorts of questions.  :D
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methylatedspirit

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Re: Steam DF tileset - Mayday/Meph - Discussion and Suggestions
« Reply #301 on: March 21, 2019, 08:56:49 am »

Are there sprites for "smoke" and "ooze" tiles?
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Mike Mayday

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Re: Steam DF tileset - Mayday/Meph - Discussion and Suggestions
« Reply #302 on: March 21, 2019, 08:58:37 am »

Business is slow on the project forum for now, so I wanted to check your opinions on this solution:



WARNING, as the text says, this is not something currently being considered for DF by Tarn, it's a solution I'd like to propose.

@Superforf: that's actually a pretty accurate mockup of what it'd look like in a castle, yes.

Meph

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Re: Steam DF tileset - Mayday/Meph - Discussion and Suggestions
« Reply #303 on: March 21, 2019, 08:58:50 am »

The question is, it will now be possible to smooth/engrave into "dirt" tiles??

Or was already a thing and I've never managed to figure this out?
No, it won't. It's not a thing in the base game and it makes sense that it isn't.
I kinda just made all of them, since it's the same automated process for anything smoothed/engraved.

As Mike said, it will probably not end up in the Steam version at all, but I like having all inorganics ready for a mod. ;)

Smoke and ooze: Yes, we have sprites for that.
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Superdorf

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Re: Steam DF tileset - Mayday/Meph - Discussion and Suggestions
« Reply #304 on: March 21, 2019, 09:13:03 am »

Business is slow on the project forum for now, so I wanted to check your opinions on this solution:

Aww cool. That works, I think. The blue fog's a nice transition into the open-space tiles, and lends a lovely atmosphere to it all.

Only thing is... do you intend to put back the rounded edges from your last mockup? I really liked those.

Smoke and ooze: Yes, we have sprites for that.
Heyy, we actually have a use for that!

@Superforf: that's actually a pretty accurate mockup of what it'd look like in a castle, yes.
I'm flattered.  :)
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Cruxador

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Re: Steam DF tileset - Mayday/Meph - Discussion and Suggestions
« Reply #305 on: March 21, 2019, 09:33:07 am »

Business is slow on the project forum for now, so I wanted to check your opinions on this solution:
Looks good to me. At this point, although there can be aesthetic concerns, I don't think there's much issue of whether it reads correctly. It still looks overly steep but that's about it.

EDIT: I also think the misty effect should be like 50% or 75% stronger per z-level.

Only thing is... do you intend to put back the rounded edges from your last mockup? I really liked those.
He said that was cut (and why) almost immediately after posting it.
« Last Edit: March 21, 2019, 09:56:49 am by Cruxador »
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DeKaFu

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Re: Steam DF tileset - Mayday/Meph - Discussion and Suggestions
« Reply #306 on: March 21, 2019, 09:43:55 am »

Been following this thread. Will probably buy the Steam version and then keep playing ASCII, but I'm fascinated by the idea of Dwarf Fortress getting a huge graphical update (and might still end up giving it a shot if I like the finalized style enough).

Just wanted to say that mockup looks absolutely gorgeous. I really hope something along those lines actually makes it in.
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Death Dragon

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Re: Steam DF tileset - Mayday/Meph - Discussion and Suggestions
« Reply #307 on: March 21, 2019, 10:04:30 am »

Business is slow on the project forum for now, so I wanted to check your opinions on this solution:


Looks a lot better I think, but could you post mockups of single tile ramps?
I especially wonder what it would look like if the red tile here was the only ramp tile:
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Mike Mayday

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Re: Steam DF tileset - Mayday/Meph - Discussion and Suggestions
« Reply #308 on: March 21, 2019, 10:23:12 am »

Something like this, I guess?

Meph

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Re: Steam DF tileset - Mayday/Meph - Discussion and Suggestions
« Reply #309 on: March 21, 2019, 10:29:12 am »

Should be only a triangle.
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Japa

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Re: Steam DF tileset - Mayday/Meph - Discussion and Suggestions
« Reply #310 on: March 21, 2019, 10:44:31 am »

A suggestion for grass and other natural ramps:



Currently what you have is on the right.

Left looks a little more natural.
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Mike Mayday

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Re: Steam DF tileset - Mayday/Meph - Discussion and Suggestions
« Reply #311 on: March 21, 2019, 10:53:44 am »

That is correct! Thanks Meph and Japa

Japa

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Re: Steam DF tileset - Mayday/Meph - Discussion and Suggestions
« Reply #312 on: March 21, 2019, 11:13:34 am »

I meant for the full hill, actually.
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Meph

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Re: Steam DF tileset - Mayday/Meph - Discussion and Suggestions
« Reply #313 on: March 21, 2019, 11:21:12 am »

It would look better, but less correct. The diagonal would cut half-way across a floor tile that's not a ramp; as well as cut half-way across a ramp that's not a floor. Both tiles would show half of a wrong sprite.
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Japa

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Re: Steam DF tileset - Mayday/Meph - Discussion and Suggestions
« Reply #314 on: March 21, 2019, 11:22:28 am »

Nope, but a ramp tile would be half flat for all diagonals.

« Last Edit: March 21, 2019, 11:24:26 am by Japa »
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