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Author Topic: A Vile Force of Spriting Approaches (Beta3)  (Read 7056 times)

RantingRodent

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A Vile Force of Spriting Approaches (Beta3)
« on: October 21, 2010, 11:37:12 pm »

This is an early release of my graphics pack adapted to DF2010. It's not quite ready for prime time yet, so I'm not doing the pre-packaged version or any significant installation/usage instructions yet. I'd rather spend the time working on the mod itself for now. You'll have to know what you're doing to use it right now.

DFFD Link: http://dffd.wimbli.com/file.php?id=3376
I've included the mod in two formats:
1. Raws for 31.18
2. Patch for use with my RawPatcher utility, which can be applied to past/future versions of DF.
I've also included the init.txt and d_init.txt that I use.

If you are using the mod at this point, PLEASE provide feedback through this thread.
I have placed numbered sprites on all of the font tiles I am not actively using at the moment. If you see a number on top of a box with an X in it, please report the number shown and what the tile was supposed to be

Release notes
Beta3
  • Added Dwarf Ghost
  • Added Elf Ghost
  • Added Human Ghost
  • Added ladle sprite
  • Added Bogeyman tile
  • Added Night Creature tile
  • Human fortress gates now look more like gates
  • Shifted sprites around to accomodate new ring/bracelet tiles, designed new ring and bracelet tiles
  • Minor tweaks to Dwarf Siege Operator and Siege Engineer
  • Finished Elf Siege Operator and Siege Engineer
  • Finished Elf Medical jobs

Beta2
  • Added a unique sapling tile for Tunnel Tubes
  • Added a Fluffy Wambler sprite
  • Added a Cave Swallow sprite
  • Added Purring Maggot sprites
  • Added a sprite for splints
  • New road/river sprites for worldgen. Also makes the crutch look more like a crutch
  • New stair/bin tile. Cursor looks funny but I don't really care.
  • New stockpile ground tile with some transparency and a pattern

Known Issues
  • During winter, deciduous trees look like chairs on their sides
  • Cave Fish Men do not have a sprite
  • Buzzard and Vulture lack sprites
  • WorldGen looks kind of ridiculous (may not ever fix)
  • Some blank tiles on site selector

Some notes:
  • Requires TrueType to be enabled; most of the letters have been replaced with sprites
  • Until TrueType support becomes more broad, you won't be able to read any description text or thoughts, etc. That screen is still using the tileset font at the moment
  • TrueType currently requires the 2D rendering mode
  • Yes, I will still have the wall options I offered in the 40d version of the mod when I finally release it widely, but during the beta I want to test out the walls and doors that I sprited from scratch for a top down view
« Last Edit: November 26, 2010, 08:25:15 am by RantingRodent »
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ungulateman

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Re: A Vile Force of Spriting Approaches
« Reply #1 on: October 21, 2010, 11:49:23 pm »

:D :D :D

The Rodent is back! Hooray!
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It's not an embark so much as seven dwarves having a simultaneous strange mood and going off to build an artifact fortress that menaces with spikes of awesome and hanging rings of death.

Vattic

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Re: A Vile Force of Spriting Approaches
« Reply #2 on: October 22, 2010, 06:00:24 am »

:D Your return warrants the rare use of emotionicons (rare for me). Welcome back!

Normally I use no graphics save for creatures but you have tempted me. Can't wait to see what else you come up with.
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got_milk

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Re: A Vile Force of Spriting Approaches
« Reply #3 on: October 22, 2010, 10:54:27 am »

looking forward to it !
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Dohon

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Re: A Vile Force of Spriting Approaches
« Reply #4 on: October 22, 2010, 11:35:44 am »

The master returns! Welcome back, RR!
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RantingRodent

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Re: A Vile Force of Spriting Approaches
« Reply #5 on: October 24, 2010, 11:02:30 am »

Thanks guys :)

I've updated the first post to show current progress. Smooth so far.

I didn't get an answer to this question in the modder's workshop thread, so I'm going to repeat it here: How do you define the graphics for the forgotten beasts? Do they use a fixed tile, or is there a name I can use in the graphics files?
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HammerHand

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Re: A Vile Force of Spriting Approaches
« Reply #6 on: October 25, 2010, 11:55:35 am »

Your Underground is pleasantly dark!

Your aboveground is... unpleasantly similar.

Otherwise, awesome!
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Lormax

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Re: A Vile Force of Spriting Approaches
« Reply #7 on: October 25, 2010, 12:13:46 pm »

Yeah, the outdoor tiles are much too dark
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RantingRodent

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Re: A Vile Force of Spriting Approaches
« Reply #8 on: October 26, 2010, 11:14:56 am »

Just got the Elves working. I went in and gave each position a unique sprite. Most of those are not final, they are just in place to provide dilineation. For each race I will be spriting all positions available for all races - this ensures that captured/assimilated members of other races will still have a proper sprite should they gain a position or take on a profession not normally associated with their race. Positions across races should have a mostly consistent colour palette.

I've continued my made-up elven cultural rule - hair colour correlates to social standing. Only the Monarch and General have red hair. Most mid-level positions have silver hair, and the lower classes are blond-haired.

Also some minor updates to the dwarves, adding back in some positions I originally didn't think were necessary but either turned out to still be in the game or will probably return in the future.

Spoiler (click to show/hide)

I'll probably handle the outdoor darkness issue by providing multiple colour palette options depending on your monitor settings.
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YouR_DooM

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Re: A Vile Force of Spriting Approaches
« Reply #9 on: October 26, 2010, 01:00:41 pm »

very nice work
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Dohon

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Re: A Vile Force of Spriting Approaches
« Reply #10 on: October 26, 2010, 03:49:23 pm »

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RantingRodent

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Re: A Vile Force of Spriting Approaches
« Reply #11 on: October 27, 2010, 12:15:22 pm »

Added Goblins and Humans. Each actually has their own sheet, I've just put them all together for comparison purposes. The Gobbos aren't in very good shape; lots of missing sprites. The humans are one of the most complete, though. Any feedback on the new Warlord sprite is greatly appreciated.

Spoiler (click to show/hide)
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Dohon

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Re: A Vile Force of Spriting Approaches
« Reply #12 on: October 27, 2010, 02:04:36 pm »

I like the Warlord. I had this image of Richard Lionheart in my head and that sprite made it a reality. ;) One thing though (and it just may be my tired eyes), but the face isn't very noticeable. From a quick glance, it looked as if the head was just all beard and crown, no face. A closer look changed that ofcourse. Don't know what everyone else thinks, but perhaps the "skin" pixels should be a tad brighter, just to stand out from the beard?
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RantingRodent

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Re: A Vile Force of Spriting Approaches
« Reply #13 on: October 27, 2010, 04:09:48 pm »

The crown and skin tone are too close when paired with a dark beard, I think. It's actually the same face as the Monarch sprite, where it seems to be fine. I just changed the palette on the beard. Debating whether to change the design of the crown or the skin tone to fix the problem.
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HammerHand

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Re: A Vile Force of Spriting Approaches
« Reply #14 on: October 28, 2010, 09:24:33 am »

I'm having some trouble seeing all the positions, too...

But I think that's a sizing issue.  When I run it in-game and zoom in a little, the sprites will be a little bigger.  That, in turn, will make them much easier to see.  I could, of course, put forth the effort to open them outside my browser and zoom in.  But I'm lazy.  :P

The palette idea is probably a good one.  Although, now that I look at it well, the darkness of the above-ground really makes the tree and bush varieties pop.  Maybe it's the ground tiles that make it difficult, more than the tone?  The random rocks strewn about look great in the stone tiles (like next to the boulders!) but kind of weird in the grass.

Still, the more I look at it, the more I like it - dark and all.
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