v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing User:Sphr/gfx set

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.


The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 51: Line 51:
 
My guidelines in tile pixel art:
 
My guidelines in tile pixel art:
 
# Tiles should be distinguishable.  Distinguishable != Different (!= means 'not equal', for those who are unfamiliar).  Two tiles are different if at least one pixel at the same corresponding position has different value, but that doesn't mean the user can notice the difference when viewing it zoomed out at it's native 16x16 resolution on a 1280x400 window among many other tiles.  As much as possible, I try to make my tiles distinguishable, through colors, more distinctive shapes (overlays) etc.
 
# Tiles should be distinguishable.  Distinguishable != Different (!= means 'not equal', for those who are unfamiliar).  Two tiles are different if at least one pixel at the same corresponding position has different value, but that doesn't mean the user can notice the difference when viewing it zoomed out at it's native 16x16 resolution on a 1280x400 window among many other tiles.  As much as possible, I try to make my tiles distinguishable, through colors, more distinctive shapes (overlays) etc.
# Tiles should be intuitively recognizable.  Just because tiles are distinguishable doesn't mean you know what it is without consulting some lookup-table or having to enter view unit mode to get more info.  As much as possible, I try to make my tiles such that even if a person is looking at it for the first time, he or she can sort of guess what the tile represents and not be too surprised by the actual thing being represented.
+
# Tiles should be intuitively recognizable.  Just because tiles are distinguishable doesn't mean you know what it is without consulting some lookup-table or having to enter view unit mode to get more info.  As much as possible, I try to make my tiles such that even if a person is looking at it for the first time, he or she can sort of guess what the tile represent and not be too far off.
 
# Lastly, as much as possible, tiles should be nice to look at.  While this isn't a strict requirement like the previous two, I figure that nice-looking tiles -> nice-looking game -> happy players.  I can't say that all my tiles look good (if any, since aesthetics are really subjective), but I try my best.
 
# Lastly, as much as possible, tiles should be nice to look at.  While this isn't a strict requirement like the previous two, I figure that nice-looking tiles -> nice-looking game -> happy players.  I can't say that all my tiles look good (if any, since aesthetics are really subjective), but I try my best.
  

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

Template used on this page: