Dwarf Fortress > Tilesets and Graphics

Ironhand's Graphics Set (on Hiatus)

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Ironhand:

WELCOME TO THE HOMEPAGE OF THE OFFICIAL 

Tileset and Graphics Package


The most recent package is 0.68 for DF 0.34.07.

NOTE: If walls look like mushrooms or turtles or something, UPDATE YOUR SAVEGAMES!
All you need to do is copy your raw folder, and replace the one inside your save file(s).


Updating as necessary


Spoiler: DWARVES (click to show/hide)

Spoiler: TILESETS (click to show/hide)



Spoiler: History and Changelog (click to show/hide)
10.30.11 0.60 Finished all dwarfs and goblins! And humans! And a bunch of animals.
4.1.11 0.0PS: April fools!
3.28.11 0.57: First draft of new walls! Special thanks to Phoebus here! Floors in progress.
3.....11 0.5X: 0.52 through 0.55 were all just repackages and minor bugfixes. And also pandas.
2.18.11 0.51: tons of new domestics animal sprites, plus rhinos and giraffes and the mighty roc!
2.16.11 0.50: better non-TTF support. Just waiting for TTF support to get better... Gah, bees!
9.24.10 0.49: true-type fonts! depth-sensitive water! cool new tiles replacing old text chars.
8.13.10 0.48: smoother, less defined backgrounds, new (very temporary) font, new water!
8.04.10 0.47: new trees! Mandrills, wolves, camels, goats, gazelles... bushels and sheaves!
7.28.10 0.46: designated stone is much more distinguishable. Color tweaking. A few new tiles.
7.23.10 0.45: more new WormSlayer stuff. Fresh new mineral raws. New critter backgrounds.
7.13.10 0.43: first attempt at next-z-level art. Engraved floors, new mugs, gems, and doors.
7.02.10 0.42: so much awesome new stuff! Lots of font stuff. WormSlayer's awesome tiles.
6.25.10 0.41: newish font. Awesome new walls and transitions. Fixed some fish. New chairs.
6.22.10 0.40: added tile magic backgrounds to everything, including dwarves, critters, etc.
6.18.10 0.32: added new loose stone tile; old tile now used for loose ore. Brighter color set.
6.15.10 0.31: added new fluids and ore. Updated goblins. Fixed missing animals/weird floors.
6.14.10 0.30: added my own goblins. Added textured backgrounds to most tiles (and trees).
6.09.10 0.23: added Sphr's goblins, humans, elves, kobolds. All tiles brightened and modified.
6.08.10 0.22: added shrub tiles for all plants, made zombies greener, added vulture graphics.
6.05.10 0.21: repaired tile designation raws to work the same way 0.10 worked. Looks better.
6.05.10 0.20: working graphics, dwarves, and domestics; filled in the rest with Bane's critters.
5.24.10 0.10: the first official release. Just a tileset and some raw changes. No real graphics.



Thanks to everybody who's supporting me and giving me suggestions,
and especially to all the graphics sets from which I've swiped ideas or tiles;
notably: Phoebus, Mayday, RantingRodent... and pretty much everybody else.
And to Sphr and Bane for inspiring me with their lovely dwarf and animal sets.

Thanks also to Hermano, for this lovely little creature,
and of course to the Toad himself.



You guys are great!


Ampersand:
Looks pretty good in my opinion. The only thing about big tiles like that is that they make the game pretty hard to play without a wide screen monitor. Personally, I stick to 10x10 myself. Still, if you're making a full graphics set, that one dwarf is almost nice enough to convince me to switch.

Ironhand:
Yeah, the low number of tiles thing is what's really holding me back.
I love to be able to look at my huge, glorious dining halls all at once.

With my 1440x900 monitor, I'll get
60x37 tiles if they're 24x24 pixels,
45x28 if they're 32x32...

I wish there were a way to switch graphics sets when you scroll...

Ampersand:
Isn't the absolute minimum width 80 tiles?

Ironhand:
Well...

Huh.

Any ideas?

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