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Author Topic: Ironhand's Graphics Set (on Hiatus)  (Read 1218718 times)

Ladde

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2265 on: August 12, 2010, 11:41:54 pm »

~When will 0.50 be released?
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Harmonica

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2266 on: August 13, 2010, 12:20:04 am »

Here's another thing. Couldn't you actually light tiles based on their proximity to light sources? Outdoors = full bright, indoors less so. If a wall is engraved, maybe it could be considered to hold a sconce, thus lighting tiles around it.

In theory we can do all kinds of funky things, but there is no way to tell if a tile is outdoors from just tile number and colour :F

Yeah, probably, I was thinking about what tiles are always outdoors and whether they could check for those, or if a tile has a roof then it's obviously indoors. But no matter, that's probably A Kludge Too Far.

Still.. what about the idea of light sources? I mean it would increase the number of tiles directly, but for starters a simple photoshop action could apply a basic 'beam' of light overspill to tile edges. Then say if a tile is near a furnace, it gets replaced by a tile with light falling from the appropriate compass direction.

..if a floor is smoothed, and runs up against a wall, then the pattern could embellish around the edge. Hell, you could do away with tiled patterns altogether, so that single polished floors on their own worked okay, but when placed next to others, the patterns meshed.

Don't know if objects count as tiles for these purposes but you could have double beds for married dwarves, even.

The possibilites for interesting geological features are pretty awesome too, like gem formations that properly mesh and change as they are gradually dug out from the sides.
« Last Edit: August 13, 2010, 12:27:09 am by Harmonica »
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Vince

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2267 on: August 13, 2010, 01:33:11 am »

Amazing times ahead of us, indeed.
Thing about double doors: They will be double if two doors stored are in a stockpile next to each other, though.
And about the workshop detecting:
We don't need to detect all 9 tiles, some workshops are distinct enough that it's enough to ignore some tiles (esp. the one where a dwarf stands when he's working)
It won't work if some dwarf walks across "important" walkable tiles, though.
« Last Edit: August 13, 2010, 01:43:34 am by Vince »
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Sean Mirrsen

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2268 on: August 13, 2010, 02:41:02 am »

You can fix it by having the dwarf that moves into the center tile of the workshop be shown as a special "working" tile matched to the 'shop and the worker. (wow, combinatorial explosion much?) Then you could always "rebuild" the shop graphic based on what tile the worker dwarf is. If the engine will allow checking for "currently displayed tile" instead of "original tile", of course.

Also, double doors can only become double doors if they're also surrounded by walls.
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Spaghetti

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2269 on: August 13, 2010, 02:41:34 am »

when i found this pack i splooged
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Deon

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2270 on: August 13, 2010, 02:52:21 am »

I've got an idea. What do you think about turning "coffin" into "headstone" tiles? Of course visually they won't be coffins, but they would look great when built in mausoleums/burial chambers, and mass graves will look like actual graveyards.
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Harmonica

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2271 on: August 13, 2010, 03:24:11 am »

I think that it's a cool idea but I'm not sure whether dwarves would consider using graveyards.

I was actually wondering if you could create a workshop that was a graveyard, which required x number of coffins and produced a vampire. Ie, like Dungeon Keeper used to do it.
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andfhe

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2272 on: August 13, 2010, 03:37:23 am »

I think that it's a cool idea but I'm not sure whether dwarves would consider using graveyards.

I was actually wondering if you could create a workshop that was a graveyard, which required x number of coffins and produced a vampire. Ie, like Dungeon Keeper used to do it.

That would be interesting. Instead of one coffin for a noble, a bunch of coffins and he becomes immortal(so to speak)
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Well if you remove the [MULTIPLE_LITTER_RARE] tag from dwarves I think they have like 2-4 children each time they give birth. And if you get enough mothers up on the pillars you can probably get a good waterfall going.

Thundrim

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2273 on: August 13, 2010, 03:38:18 am »

I think that it's a cool idea but I'm not sure whether dwarves would consider using graveyards.

Yeah, would look bad inside mountains... You got the general dump for emergencies. The Sarcophagus visualization is a must have, IMHO.

--- 
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andfhe

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2274 on: August 13, 2010, 03:40:19 am »

I think that it's a cool idea but I'm not sure whether dwarves would consider using graveyards.

Yeah, would look bad inside mountains... You got the general dump for emergencies. The Sarcophagus visualization is a must have, IMHO.

---

Well I think the point is to look good, not make sense.

But I do like the idea of headstones instead of coffins.
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Well if you remove the [MULTIPLE_LITTER_RARE] tag from dwarves I think they have like 2-4 children each time they give birth. And if you get enough mothers up on the pillars you can probably get a good waterfall going.

Harmonica

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2275 on: August 13, 2010, 03:50:18 am »

I personally like the idea of statues instead of coffins OR headstones :) Or yes, a sarcophagus like Thundrim said. Damn, that's what I'm going to add in to my game later.

My entrance ramp will be lined with these eery upright sarcophaguses (sarcophagii?)
« Last Edit: August 13, 2010, 03:51:58 am by Harmonica »
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andfhe

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2276 on: August 13, 2010, 03:54:30 am »

I personally like the idea of statues instead of coffins OR headstones :) Or yes, a sarcophagus like Thundrim said. Damn, that's what I'm going to add in to my game later.

My entrance ramp will be lined with these eery upright sarcophaguses (sarcophagii?)

sarcophagi
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Well if you remove the [MULTIPLE_LITTER_RARE] tag from dwarves I think they have like 2-4 children each time they give birth. And if you get enough mothers up on the pillars you can probably get a good waterfall going.

Deon

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2277 on: August 13, 2010, 03:55:06 am »

Sarcofagi :) (Daww ninjad by Andfhe)

And sarcofagi would work too. I just meant that we want some beautiful and complex tile if it repeats a lot (at least in my fortresses it does).

I want glorious graveyards inside of my fort :).
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Baughn

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2278 on: August 13, 2010, 04:01:34 am »

In addition to tile values and colors, you get the current time in milliseconds as input. You can use that for animation, easy.

Also keep in mind that this will be as a shader. You can use almost arbitrary code (though if statements are slow and to be avoided), but you can also easily combine our generate tiles in realtime, which should cut down on the combinatorial explosion some.
« Last Edit: August 13, 2010, 05:37:19 am by Baughn »
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McBeer

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2279 on: August 13, 2010, 04:52:37 am »

..hello, i'd like to apologize eveyone for my yesterday's posts. I'd like you to know i respect you guys, even if it looks different sometimes..
That would be all.
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