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Author Topic: Steam/Itch.io tileset - Mayday/Ironhand - Discussion and Suggestions  (Read 461607 times)

Fleeting Frames

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Re: Steam/Itch.io tileset - Mayday/Meph - Discussion and Suggestions
« Reply #1605 on: April 30, 2020, 01:03:18 pm »

In regards to tree stumps and shrubs, make sure to test them in scorcing areas: green grass bg will clash with yellow grass everywhere else.

Uthimienure

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Re: Steam/Itch.io tileset - Mayday/Meph - Discussion and Suggestions
« Reply #1606 on: April 30, 2020, 04:38:36 pm »


Nonononono! Revert the blur! Revert the blur!


+1          It hurts the eyes!
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KassaK

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Re: Steam/Itch.io tileset - Mayday/Meph - Discussion and Suggestions
« Reply #1607 on: May 01, 2020, 10:55:11 pm »



+1          It hurts the eyes!
[/quote]

Less than ASCII
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MoltenIdol

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Re: Steam/Itch.io tileset - Mayday/Meph - Discussion and Suggestions
« Reply #1608 on: May 02, 2020, 04:32:05 am »



+1          It hurts the eyes!

Less than ASCII
[/quote]

Not really.
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Meph

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Re: Steam/Itch.io tileset - Mayday/Meph - Discussion and Suggestions
« Reply #1609 on: May 03, 2020, 10:09:59 pm »

Tree mock-up. Just wanting to get an impression of what you think. :)

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Uthimienure

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Re: Steam/Itch.io tileset - Mayday/Meph - Discussion and Suggestions
« Reply #1610 on: May 03, 2020, 10:19:10 pm »

I've cut many trees in my life, and to me that trunk looks almost like a real one.
The branches and leaves are nice too, good job!
By the way, what kind of tree is it?
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FPS in Gravearmor (925+ dwarves) is 2-5 (v0.47.05 lives on).
"I've never really had issues with the old DF interface (I mean, I loved even 'umkh'!)" ... brewer bob
As we say in France: "ah, l'amour toujours l'amour"... François D.

Meph

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Re: Steam/Itch.io tileset - Mayday/Meph - Discussion and Suggestions
« Reply #1611 on: May 03, 2020, 10:23:28 pm »

Thank you. :) For now this is a base broadleaf generic tree. ;)
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clinodev

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Re: Steam/Itch.io tileset - Mayday/Meph - Discussion and Suggestions
« Reply #1612 on: May 03, 2020, 10:40:25 pm »

Very reasonable interpretation of how DF handles trees! Super excited to see mushroom trees!
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Rekov

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Re: Steam/Itch.io tileset - Mayday/Meph - Discussion and Suggestions
« Reply #1613 on: May 03, 2020, 10:41:55 pm »

That looks pretty good. There's obviously something funky going on along the right edge, but I'm assuming that's WIP stuff.

What is the smaller trunk above the large trunk? Is that a 1x1 trunk, or is that something thinner than a normal tree trunk?
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Uthimienure

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Re: Steam/Itch.io tileset - Mayday/Meph - Discussion and Suggestions
« Reply #1614 on: May 03, 2020, 10:53:24 pm »

Looks like Meph carved the pic out of the game and just missed a few pixels in the neighboring squares.

It's just a vertical large branch of the same tree.
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FPS in Gravearmor (925+ dwarves) is 2-5 (v0.47.05 lives on).
"I've never really had issues with the old DF interface (I mean, I loved even 'umkh'!)" ... brewer bob
As we say in France: "ah, l'amour toujours l'amour"... François D.

Superdorf

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Re: Steam/Itch.io tileset - Mayday/Meph - Discussion and Suggestions
« Reply #1615 on: May 03, 2020, 11:03:14 pm »

Hm. Would it be possible to get a bit more contrast in on those branches-- a bit more distinction between branch and leaf? It's all coming out a bit flat at the moment... rather jarring, what with how well those tree trunks pop out from the rest!
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Rose

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Re: Steam/Itch.io tileset - Mayday/Meph - Discussion and Suggestions
« Reply #1616 on: May 03, 2020, 11:32:01 pm »

whistles

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bloop_bleep

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Re: Steam/Itch.io tileset - Mayday/Meph - Discussion and Suggestions
« Reply #1617 on: May 04, 2020, 01:16:22 am »

whistles



I am mostly in support of this idea, except maybe more gradual shading, a smaller hole, and please center it lol.

Also, remove block plz. In ASCII you have 1/4 tiles, which break up the jagged outline of the tree tiles by not being completely filled in. I think something like that would do well here too.
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PatrikLundell

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Re: Steam/Itch.io tileset - Mayday/Meph - Discussion and Suggestions
« Reply #1619 on: May 04, 2020, 02:48:01 am »

:
Also, remove block plz. In ASCII you have 1/4 tiles, which break up the jagged outline of the tree tiles by not being completely filled in. I think something like that would do well here too.

More rounded edges of the leaf outline would look better, but it would also require knowing what's adjacent to have seamless joints with other leaf tile of the same tree, but rounded vs air/the next tree, resulting in the need for multiple variants and code support for it.
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