Dwarf fortress tileset chair2/26/2023 ![]() ![]() When all is said and done, with pyxel edit that should be a matter of minutes. Compared to the amount of work of drawing the tiles and putting all together (even with DragondePlatino's work I bet we'll differ in some decisions), making a tileset version is just a matter of rearranging some tiles into a basic set. HOWEVER, as I said, I'm not against releasing a tileset version for those like you that don't want to use twbt (don't know why but hey, everyone has their taste). In that case you won't even be using tilesets in the first place). is not the graphics that will hold back people from updating, but the fact that dfhack is so neccessary that people won't update anyways until it's ready (unless you prefer Vanilla DF, that is. I mean, major releases DFHack being out of order for a month. The drawbacks of the overrides are not just for the graphics. I'm in the same boat as DragondePlatino here in that I don't see real benefits on going tileset vs overrides. Personally, I prefer not to use TWBT when playing fortress mode, so I'm kind of hoping you'll choose to do tileset? But, you know, you do you. * When new items are added to the game, you need to add new overrides for pretty much every new item to keep your graphics set looking consistent. After minor releases, it's usually less than a week. After a major release DFHack is out of commission for at least a month. * Completely reliant on DFHack & TWBT when updated versions of these aren't available, your graphics will be useless. * Even for things that can't be overridden, the fact that so many things can be overridden, and that text doesn't need to maintain its readability, means that you have a lot more space on the graphics tileset to differentiate the elements of your "font" from each other. This allows greater creative freedom & much more specific graphics. * Not limited to the single rectangle of graphics and far less bound by graphics needing to be shared by different items/for different purposes. For example, arrows in flight cannot be overridden, buildings cannot be overridden (though this will be changing soon), and hauled items cannot be overridden. Some tiles cannot be overridden, and will display with the graphics tileset instead. Overrides coexist with a graphics tileset, a separate text tileset, and creature graphics. You could have different graphics for each kind of fruit, even, if you wanted to go to the trouble (hint: you don't.) Where to overlay is identified quite specifically, so you can have separate graphics for, say, every different kind of weapon, even when they're lying on the ground. Overrides are graphics that DFHack's Text Will Be Text plugin overlays onto the game. * Creature graphics will work with either system. * Graphics and text must share space in the tileset. Each tile may have multiple different hard-coded uses in the game, and your graphics need to be reasonably representative of each of those uses. * When the game is updated, you only have to update your tileset, and usually not by much. * Makes your graphics set available to people who can't, or don't want to, use TWBT. All graphics except for creature graphics are contained within an altered version of code page 437, also known as those pink rectangles with white font you've seen everywhere. Tilesets vs Overrides: A Beginner's GuideĪ Tileset is, essentially, a font. Or maybe you mean something completely different and I don't know what I'm talking about. Is just a matter of rearranging the tiles I'll have. In my case I didn't even think of it, (perhaps because as I said I don't fully understand the difference) I suppose if people would want that. DragondePlatino doesn't want Gemset altered into a tileset because the experience wouldn't be the same he worked for. Oh, perhaps you mean releasing a tileset that can function without that?. Is there any reason not to? I want to also have the map with graphics so I guess for that you need to include the tiles for the map on the basic set and then override all the other stuff? With "as a tileset" you mean including graphical tiles in the basic set apart from also doing the overrides? That's Gemset design philosophy and ASCII don't clash on it as in other more realistic tileset. That works for Gemset because of the black background, readability and clear design, etc. I mean, I know DragondePlatino has kept Gemset basic tileset as ASCII, and a separate one for text, and then he overrides everything over that. Actually I was preparing another post to ask some questions about organization because I think I don't fully understand the difference. ![]()
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