So the display is rather symbolic in this regard. As long as everything is only slightly top-down, I'm satisfied - unfortunately you can put much more information in a side-view sprite, while the game itself is obviously viewed from above. Likewise, I'm not aiming for a very consistent view angle. The game will feature advanced tactical situations so it's important for the symbols to be readable. Due to the size constraint, I'm not concerned with scale very much, trying to make good use of the available space instead. Currently I'm trying to make one sprite for every function because there's a lot to cover, but variation is possible. The game uses 32x32 sprites for almost everything. I'm working on sprites for Dwarf Fortress and I'm interested in your critique. I'm assuming it's what someone called impossible in another "square tilesets" post here on steam.I'm not sure what the etiquette is on cross posting between Pilejoint and Pixelation, but I remember getting valuable input in both places simultaneously, so I hope those of you who frequent both places don't mind. Regarding it being possible or not: I would like to switch back and forth from premium to a square custom tile in the middle of the game. I think it's the only difference from this alloy you guys are using. Yeah, those are the three things I changed and the problem I have is exactly the ones you show on your pics of the premium UI I'm very happy that more people are using alloy, nice! If you have any trouble I'll post my txt files here so you can see what I have written on there, maybe that'll help. that I don't really know what else to say on this topic. You have to be aware that I've had problems with the premium UI after changing the file names, I have lines that go through the UI as you can see here. Like you I tried to look for and and couldn't find it but replacing, , and seems to work fine for me. I've posted images proving it worked for me earlier in this thread.Ībout another thread saying it doesn't, I have no idea what thread you're talking about so I can't speak to it but it works for me so I would disagree with the idea that it's *impossible*. I can't speak for mapoot but I assume it worked for him and it definitely worked for me. Also I can not even find the last two parameters you changed GRAPHICS_FONT GRAPHICS_FULLFONT Originally posted by mapoot:if you're still struggling, have you tried changing all of the following e.g.Īt first I changed only the first two and had the same issue as you, it wasn't until I added basic and graphics font settings that it was resolvedĮDIT: btw, thanks for the recommendation on alloy in this thread, I'm using it now B)ĭid this make square tilesets work? Another similar thread says it is impossible right now. have no idea why it works for me if other people are having problems. Right after a tribe of cave fish attacked my food and clothing workshops/stockpiles. Here is some screenshots of my game so you can see what I mean. The one issue I have is that the premium UI is completely broken when I have every font in d_init set to alloy, it only works for the classic UI. Alloy is probably the best curse tileset in my opinion.Ībout the "O"s looking like "C"s. I appreciate your kind words, I tried so many tilesets after I couldn't get over the not square squares that the default curses offers. It seems to me that the init file assumes the tileset won't be square, which is such a crazy backwards leap from where we were before. So the O's used for castles in the world map look like C's for example. Originally posted by rory_rory_rory:It looks like the tiles are being truncated horizontally when using alloy curses 12x12 (my favourite tileset by the way, clearly you are also a person of refined taste).
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