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Author Topic: Ironhand's Graphics Set (on Hiatus)  (Read 1217425 times)

Wavecutter

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Re: Ironhand's Graphics Set
« Reply #330 on: May 06, 2010, 02:55:53 pm »

At the risk of sounding like a sycophant, I have no trouble distinguishing between the living and undead domestics.
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Ironhand

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Re: Ironhand's Graphics Set
« Reply #331 on: May 06, 2010, 03:05:06 pm »

Cool. I didn't either, but I've been staring at them all day.

I'm glad to hear that from a more casual observer.



Wow! I got a lot done today!
I'm feeling much better about the overall timeline now.

I'm so ready for the merge.... who wants to bet we'll get it tomorrow?
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Wavecutter

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Re: Ironhand's Graphics Set
« Reply #332 on: May 06, 2010, 03:27:54 pm »

My fingers are crossed.
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Cheddarius

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Re: Ironhand's Graphics Set
« Reply #333 on: May 06, 2010, 05:59:35 pm »


The dog looks a bit off. The mouth, mostly.
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Sensei

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Re: Ironhand's Graphics Set
« Reply #334 on: May 06, 2010, 09:16:52 pm »

Yeah, those dog mouths are funky.

Also I have absolutely no problem with the undead creatures. You still may try making it more obvious (green rotting flesh maybe?) for the benefit of people with crummy monitors, or whatever hangups.
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SiN.Daeus

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Re: Ironhand's Graphics Set
« Reply #335 on: May 07, 2010, 02:25:39 am »

Yeah, those dog mouths are funky.

Also I have absolutely no problem with the undead creatures. You still may try making it more obvious (green rotting flesh maybe?) for the benefit of people with crummy monitors, or whatever hangups.

I agree. When there are loads of things on screen, and its 2 in the morning, a little bit of green flesh can make the difference between dead dorfs and living dorfs.
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Ironhand

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Re: Ironhand's Graphics Set
« Reply #336 on: May 07, 2010, 07:00:28 am »

It's looking like tile magic isn't going to work for trees. Which is sort of a bummer.

On the other hand, I think I actually like the cartoony trees better than the two-tone ones anyway.
Plus this way I get like three more tiles freed up for other plants or vermin or whatever. So it's cool.

This is gonna be pretty sweet, by the way. I'm so stoked.
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Acanthus117

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Re: Ironhand's Graphics Set
« Reply #337 on: May 07, 2010, 07:02:29 am »

I'm stoked too. So stoked, I would get a ... STOKE HAHA I MADE A PUNNY THING

Okay, I'll shut up now.
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Cheddarius

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Re: Ironhand's Graphics Set
« Reply #338 on: May 07, 2010, 08:56:58 am »

a stoke wut
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Harmonica

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Re: Ironhand's Graphics Set
« Reply #339 on: May 07, 2010, 11:21:40 am »

Didn't think it was possible, but your animals are even cooler than your dwarves!

Quick, make something crappy so I don't have to continually praise you in every post!

edit: your skeletal dogs look like monkeys, for me.
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Ironhand

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Re: Ironhand's Graphics Set
« Reply #340 on: May 07, 2010, 11:36:26 am »

Oh, you love it.

But yeah, I'm just leaving the skeletal dog in there so you guys have something to complain about.  ;)


Anyway, I patched together a relatively ugly .bmp version in 0.31.03 and started digging around.
In the deep, muddy places of the world I discovered some logical uglies. They are fixed now.
Also, I might change my mind again about being able to do two-color trees. I think I can.
But that probably won't happen for 0.10. It'll be an upgrade later if it does happen.

Anyway, I also took the opportunity to map all the raws using hermano's tile selector.
Which is spectacularly awesome, by the way. If you ever do any modding of your own, I highly recommend it.
So anyway, I pretty much have the 0.10 build sitting in a folder on my desktop now. Now it's all up to Toady One.

I think I'll spend the rest of the afternoon trying to get some dwarf sprites made so v0.10 can be a little more complete.
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blub-dwarf

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Re: Ironhand's Graphics Set
« Reply #341 on: May 07, 2010, 12:05:48 pm »

ah v0.10
i am realy awaiting it
hope it will be out soon ^^ i know it wont be near complete but thats full ok with me ^^
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Maldevious

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Re: Ironhand's Graphics Set
« Reply #342 on: May 07, 2010, 12:11:30 pm »

I'm double excited, since I've been waiting for the merge to speed up my forts and I really want to use this graphic set.

I'm also thinking of sending it to my friend who had trouble with DF with other tilesets and see if I can't get him to give it another shot. These tiles look really good, keep up the good work.
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Ironhand

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Re: Ironhand's Graphics Set
« Reply #343 on: May 07, 2010, 12:40:43 pm »

*tease tease*

Spoiler (click to show/hide)

Obviously, most of my two-color tiles don't work since I can't use .png.
But the graphics are all in, and it's all working like a charm!
And I got sapling_tiles working. See the tiny shrooms?

Also, Jabberers really like ripping dwarves' limbs off.
I suggest you avoid them if you go spelunking.




... I get the feeling that the more complete my graphics set becomes,
the more inclined I will be to play with it rather than work on it.   ::)
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Deon

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Re: Ironhand's Graphics Set
« Reply #344 on: May 07, 2010, 12:52:26 pm »

I think ground tiles should be a bit more... "filled/bright", right now they do not stand out from "empty space" tiles.

Otherwise it's awesome.

I wish you could draw some insects for my Wasteland mod :3. Can you do it PLEEEEEASE? I love your art :3.
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