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Author Topic: A Vile Force of Spriting Approaches (Beta3)  (Read 13822 times)

fivex

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Re: A Vile Force of Spriting Approaches (Beta2)
« Reply #45 on: November 21, 2010, 04:43:09 pm »


p.p.s. The gender identifiers also appear identical when selecting embark animals.
Spoiler (click to show/hide)
That is because you are using TTF
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MonkeyHead

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Re: A Vile Force of Spriting Approaches (Beta2)
« Reply #46 on: November 21, 2010, 05:12:23 pm »

posting here so i can follow the progress of this... which i will use once the truetype stuff allows a far deeper graphics set. :)
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Brandstone

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Re: A Vile Force of Spriting Approaches (Beta2)
« Reply #47 on: November 21, 2010, 05:12:39 pm »

Yeah, this is my first time trying out TrueType. If you want to use higher resolution screenshots here is a link to my gallery.
http://picasaweb.google.com/Brandstone/Screenshots#
« Last Edit: November 21, 2010, 08:47:09 pm by Brandstone »
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RantingRodent

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Re: A Vile Force of Spriting Approaches (Beta2)
« Reply #48 on: November 22, 2010, 06:35:46 pm »

You are surrounded by cackling
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RantingRodent

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Re: A Vile Force of Spriting Approaches (Beta3)
« Reply #49 on: November 26, 2010, 08:27:23 am »

I believe this will be the last beta before I do a proper release including a bundled version.

http://tinyurl.com/rrgo2011

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
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dennislp3

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Re: A Vile Force of Spriting Approaches (Beta3)
« Reply #50 on: November 26, 2010, 08:33:01 am »

Awesome and thanks! keep up the good work
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Nathiuz

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Re: A Vile Force of Spriting Approaches (Beta3)
« Reply #51 on: December 06, 2010, 02:22:49 am »

Downloaded this so I could run a fully job-graphic'd human fortress.

However, the tiles are showing up incorrectly. A miner is showing up as a red X, and every profession seems to be one tile off. I've tried to fix it through the graphics_race_humans , but have had no luck.
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RantingRodent

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Re: A Vile Force of Spriting Approaches (Beta3)
« Reply #52 on: December 06, 2010, 08:14:06 am »

I hadn't actually run into humans yet. I'll take a look and get a new version out ASAP.
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Nathiuz

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Re: A Vile Force of Spriting Approaches (Beta3)
« Reply #53 on: December 07, 2010, 05:40:49 pm »

Since they're always one row higher than they should be...

Can't we just eliminate the row that starts with the red X?

EDIT: Just edited the row out using GIMP and set:

Spoiler (click to show/hide)

There's STILL a red X showing up for miner, and I have no clue why.
« Last Edit: December 07, 2010, 05:50:43 pm by Nathiuz »
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RantingRodent

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Re: A Vile Force of Spriting Approaches (Beta3)
« Reply #54 on: December 07, 2010, 05:48:40 pm »

The first row starts with a red X?  Oops. Human sheet is out of date. Minor release later to correct the problem. Here's the real sheet for now so you can just drop it in. No medical professions in this version.

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Nathiuz

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Re: A Vile Force of Spriting Approaches (Beta3)
« Reply #55 on: December 07, 2010, 05:54:33 pm »

Dropped that .png in and overwrote human_jobs

Red X still showing up, other tiles moved one row up still.

 ???
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RantingRodent

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Re: A Vile Force of Spriting Approaches (Beta3)
« Reply #56 on: December 07, 2010, 06:04:53 pm »

Did you remember to replace it in your save game folder as well as the main raws? There isn't even a red x on that sheet, so if you're still seeing it something isn't right.
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Nathiuz

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Re: A Vile Force of Spriting Approaches (Beta3)
« Reply #57 on: December 07, 2010, 06:12:51 pm »

Ah, no I did not. Lemme try that out really quick.

EDIT: Deleted saves, rolled a new world, works good. One more question I had for you, though. Is it possible to use the Dwarf Medical Staff in place of the Human Medical Staff, or would you need to make a new PNG? Could I just edit them in using GIMP?



Like so?
« Last Edit: December 07, 2010, 06:24:29 pm by Nathiuz »
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RantingRodent

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Re: A Vile Force of Spriting Approaches (Beta3)
« Reply #58 on: December 07, 2010, 07:56:36 pm »

Yes, that will work. My next release will include human medical professions, so that should only be needed temporarily.
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Deon

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Re: A Vile Force of Spriting Approaches (Beta3)
« Reply #59 on: December 07, 2010, 08:05:12 pm »

Ah old good human sprites, I use them too. Good job.

Reviewing the raws, found out that fairies and pixies were added. I also recoloured the Sasquatch and made the existing grey Sasquatch sprite a Yeti. That wasn't intersting enough to post though.



Question: Is it even possible to assign sprites for animal men now that they are creature variations instead of their own creatures?

They are vermin (sadly) so you have to mod them into creatures to use sprites.
And animal men have pre-set (not generated like for bogeymen and such) creature ID names so you can easily assign sprites to them.

You are surrounded by cackling
It looks great but night creatures/bogeymen as well as forgotten beasts are always tiles from the character set. I wish we could change it.
« Last Edit: December 07, 2010, 08:07:38 pm by Deon »
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