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Author Topic: Ironhand's Graphics Set (on Hiatus)  (Read 1218627 times)

schussel

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Re: Ironhand's Graphics Set (older versions now available for compatibility)
« Reply #3480 on: February 22, 2011, 08:45:04 pm »

sure :) but i am too dumb to figure out myself and let it do other people :)
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JanusTwoface

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Re: Ironhand's Graphics Set (older versions now available for compatibility)
« Reply #3481 on: February 22, 2011, 08:57:20 pm »

sure :) but i am too dumb to figure out myself and let it do other people :)
Sent you a PM.
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schussel

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Re: Ironhand's Graphics Set (older versions now available for compatibility)
« Reply #3482 on: February 22, 2011, 09:05:35 pm »

received .. thanks ..

but here my question to the greatest of the great Llamas!!1

Ironhand, why did the water graphic have to go? *in case i overread an earlier explanation i apologize and swear to sacrifice 12 elven to Armokk*
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Vince

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Re: Ironhand's Graphics Set (older versions now available for compatibility)
« Reply #3483 on: February 23, 2011, 04:26:01 am »

Because if the numbers are replaced by swirls and you don't use TTFonts, you cant read numbers in text.
And the swirls with numbers in them (posted somewhere earlier) were not that pretty.
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Ironhand

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Re: Ironhand's Graphics Set (older versions now available for compatibility)
« Reply #3484 on: February 23, 2011, 09:37:10 am »

Fear not! Swirly water will be back.

As soon as TTF support gets fixed, we will be able to fix a lot of silly little issues like that.

Just waiting...
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schussel

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Re: Ironhand's Graphics Set (older versions now available for compatibility)
« Reply #3485 on: February 23, 2011, 10:35:13 am »

Yaaay to the Llama .. and thanks for the detail info :)

gotta wait :) df is almost unplayable anyways for me atm .. (i somehow only get any metals under badlands and deserts and if not .. the game crashes on embark :/ .. but thats another story)

btw i love those critter sprites :)
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Kuromimi505

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Re: Ironhand's Graphics Set (older versions now available for compatibility)
« Reply #3486 on: February 23, 2011, 07:00:01 pm »

Thanks for returning the text characters till TT is fixed Ironhand. Every thing looks great as usual, Good job!
 
Luckily I got a top layer of Limestone with tons Limonite iron ore on my first embark on 31.19, just sicking out of the wall. You can hate me if it helps. (shallow metals, flux stone, deep metals embark)

Very small Ironhand 0.51 graphics bug note:
Rings (craft) look like trees,
eggs look like rings.

The two grass icons that used to be "." and "," really would be better with just a tiny very faint gray . and , in them. It does not affect the grass in any noticeable way and makes the dwarf profiles easier to read.

---

Has anyone considered making a text character art for goblins in cages? I used to make a goblin character art character and set the goblin raw file to that character instead of "g" just so they LOOK like goblins in cages... instead of a cage that alternately flashes "g".

But I admit it was only important to me because I usually have caged goblin fun rooms as a major feature of my fort.
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Slye_Fox

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Re: Ironhand's Graphics Set (older versions now available for compatibility)
« Reply #3487 on: February 23, 2011, 07:49:17 pm »

I got unlucky with my starting area, It just seems to be sand and obsidian, with some dolomite.
Not found any metals... or even clay yet.

Already got a fort with 93 dwarfs in it.


Also, I find it much better with the numbered water tiles, thanks for that.
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Ironhand

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Re: Ironhand's Graphics Set (come test my brighter color scheme)
« Reply #3488 on: February 23, 2011, 10:22:02 pm »

Hey, guys! I'm starting to work with a significantly brighter color scheme.

Here's a NEW TILE SET if you want to test it out. Right click, save as.

The colors.txt is gonna get changed a little bit as well.
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Thundrim

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Re: Ironhand's Graphics Set (brightening up the color palette)
« Reply #3489 on: February 23, 2011, 11:06:29 pm »

What? Change? But... We Dwarves are stubborn traditionalists!

The tileset works fine, had an embark site ready just in case something funny like this should happen. And the brightness of the monitor is still adjustable. Hehe! Thanks. ;D

---
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Fullmoon

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Re: Ironhand's Graphics Set (brightening up the color palette)
« Reply #3490 on: February 24, 2011, 01:08:21 am »

Ironhand, I'm trying to experiment with tilesets. Nothing that large, just for personal use. A few questions, if I may.
Am I right understanding that background color is black?
AFAIU you use semitransparent background for object tiles like shrubs. Which tile is this background, if any?
I'm not that good with PS. Is there any tricks to simplify work with semitransparent tiles?

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Arucard

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Re: Ironhand's Graphics Set (brightening up the color palette)
« Reply #3491 on: February 24, 2011, 06:56:23 am »

I think you want the tile magic thread actually.
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Ironhand

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Re: Ironhand's Graphics Set (brightening up the color palette)
« Reply #3492 on: February 24, 2011, 09:27:34 am »

Hmmm...

The "background", as you call it, doesn't really exist.

I mean, it doesn't like draw a background and then put something on top of it.

Every tile is just ONE tile. So you've gotta choose which background will go behind each tile, and stick with it.

GIMP is similar to Photoshop, and has the same alpha-painting capabilities, I think.

All I can say is... go experiment! That's how I learned all the stuff I know now.
If you have other questions, feel free to PM me.

Good luck!
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Valience

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Re: Ironhand's Graphics Set (brightening up the color palette)
« Reply #3493 on: February 24, 2011, 08:57:57 pm »

Dear Llama,

I would like to suggest a small addition to the first post. Could you, perhaps, post a couple variations of the tileset? I am mainly referring to adding the version here and the new "lightened" version you just posted.

I have yet to try the new lightened version, but I have had no problem fiddling with the color settings. As such, I present a very mildly edited color set from the wiki as what I use. I believe it was the second natural color set that was largely used for everything. IIRC, which I probably don't, I toned down white to be 200's instead of 255's, and I believe I fiddled with the dark colors a bit. I'll probably fiddle with it more when I decide I want to spend a day closing and opening DF time and again xD

I think it works pretty well for everything but the smooth and engraved floors, which I have a hell of a time telling apart no matter what.

Spoiler (click to show/hide)

Might I suggest having your set change the default colors for wounds as well? I know some people are probably in love with how it is by default, but I really find that using light green for fine, yellow for some damage (oh no my lifebar is yellow), brown for minor (like a bruise), and dark blue (Oh baby I got the blues) for a lost part works way better for me. Function loss is up for grabs, I really don't dig magenta... just using it as a placeholder. Maybe cyan, since it's also kind of blue-ish?

Spoiler (click to show/hide)
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Regardless of what I said previously, DF elves don't chop. They merely coax the wood out of a tree in a manner which is probably sexual. So yes, they are terrible, terrible beings.

muty

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Re: Ironhand's Graphics Set (brightening up the color palette)
« Reply #3494 on: February 25, 2011, 02:10:41 am »

Hey, guys! I'm starting to work with a significantly brighter color scheme.

Here's a NEW TILE SET if you want to test it out. Right click, save as.

The colors.txt is gonna get changed a little bit as well.
Thanks, my eyes are very grateful.
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