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User:Teeto K

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Revision as of 12:15, 20 October 2008 by Teeto K (talk | contribs) (New page: Teeto_K is a hobby game designer and serious game player, who fell in love with DF at first sight. {{Tileset| |image=Image:Teeto_K_18x18.PNG |author=Teeto_K |size=18&...)
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Teeto_K is a hobby game designer and serious game player, who fell in love with DF at first sight.

Teeto K 18x18.PNG
Title [[#{{{filename}}}|{{{filename}}}]]
Author Teeto_K
Dated
Tile Size 18×18
Resolution 1440×450
Versions
Comments So, here's a chance for me to REALLY rant and rave about my tileset. Since this is my user page, I'm sure this is the kind of thing you're here to see:

First off - There was, 2 or 3 months ago, a BRUTAL lack of 18x18 tilesets. Well, there still is, but there's one more now! I had started playing with Guybrush's 16x16 set, but found the fact that it didn't stretch all the way across my 1440 pixel monitor rather distressing (This was before the days of [GRID] and [FULLGRID]). So, I began work on an 18x18 tilset. Now, being the lazy troublemaker that I am, I needed a "ground zero" to start from. For this I chose Maus's 18x18 conversion of his 9x9 "Nostalgia" tileset. Initially, my work wasn't worthy of public distribution: I simply stretched up the graphical-tiles in Guybrush's set, and left Maus's set otherwise unchanged, and for a time, this served me well in playing.

However - I started to notice things that annoyed me. I had a hard time discerning channels on the ground, so I changed the tile used by them to a "fuzzy square", to denote the ground being below. As time went on, I started making other changes:

> Darkened various walkable and overworld tiles, to make dwarves easier to spot. I kept being unable to see my marksdorves on the surface(Trees, varied ground tiles, sand/water, shrubs)

> Edited the barrel sprite to better use the Foreground/Background color combining you get when making barrels from metals.

> Edited the tile used for levers so that it was readable as an o, while still recognizable as a lever. Clearly marked the "on" position.

> Made stairway tiles viable as brackets while still able to be discerned as to which was up and which was down.

> "O", "I", "X", "quote", and "Zero" changed to be a hybrid between "Readable Text" and "Comprehensible graphic".

> Edited the dorf/guard sprites heavily, to make it easy to tell the different classes apart.

> Edited the craft items' symbols to better represent the item in question, when said symbol was unused in text.

> Made the "Weight symbol" look a little more like a "Palm Tree", while still being abstract enough for use in the interface.

Eventually, I had done so much work on it, that I reached a point where I wanted to publicly release it. So, I went through and re-drew the remaining remnants of unedited plagiarized material, and then posted it! It's still undergoing tweaks, of course, as I play and notice things I'd like different. I'll probably upload other versions, but as it stands, I consider it a complete work. My hopes that you enjoy using it as much as I enjoyed making it!