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PostPosted: Fri Jan 20, 2012 7:51 pm 
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Holy cow, that is exactly the style I was envisioning! :shock: I love the binary steam puffs! Great job, the only suggestion I have is maybe some subtle shading on the various slopes so it's easier to see the contours of the landscape; as it is now things can kind of blur together.

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PostPosted: Fri Jan 20, 2012 8:04 pm 
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My original idea was to have everything filled in with black and having bright outlines so that things could be seen a little better, but this way isn't too bad. Though I'd still like to add a way for players to know what company the vehicles belong to so that's why I used bright cc colours.

As for the land scape I was thinking having green outlines for grass and bright brown, white, or grey outlines for dirt areas.

I wonder how the buildings will look? I was thinking simple rectangles and maybe cylnders with little dashes for windows. For the "Processor industries", make them look like giant processors with a lable on top like "CPU" or "SPU" or "GPU

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PostPosted: Fri Jan 20, 2012 8:21 pm 
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If this is to become a full-fledged project (which I hope it will), I would like to offer my services to provide sound effects. I have located some excellent sound files here and here (and some others as well), and I think that, with a bit of editing, they would work smashingly for this environment -- and, importantly, they're CC-Sampling+ licensed.

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PostPosted: Fri Jan 20, 2012 8:31 pm 
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I wouldnt mind extra help but first I need to get some work done on this set. Currently im about as lazy as an old dog in the summer heat. Though at least this simplified VR look will make drawing the sprites easier.

Speaking of sprites. Should I go with the usual style of sprited trucks/wheels on trains or what I did with the larger simplified look.

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PostPosted: Fri Jan 20, 2012 8:35 pm 
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That is epic!

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PostPosted: Fri Jan 20, 2012 9:34 pm 
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Why not use a single solid line for the track - more like on a map or diagram? It could be a dull color, but glow more brightly in the wake of a train, like the trails behind a light cycle, but that would require custom smoke that does not rise...

looks neat!


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PostPosted: Fri Jan 20, 2012 11:51 pm 
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supermop wrote:
Why not use a single solid line for the track - more like on a map or diagram? It could be a dull color, but glow more brightly in the wake of a train, like the trails behind a light cycle, but that would require custom smoke that does not rise...

Couldn't it be done with a special trailing car/cars automatically put at the end of each train?

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PostPosted: Sat Jan 21, 2012 3:36 am 
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NekoMaster wrote:
My original idea was to have everything filled in with black and having bright outlines so that things could be seen a little better, but this way isn't too bad. Though I'd still like to add a way for players to know what company the vehicles belong to so that's why I used bright cc colours.

As for the land scape I was thinking having green outlines for grass and bright brown, white, or grey outlines for dirt areas.

I wonder how the buildings will look? I was thinking simple rectangles and maybe cylnders with little dashes for windows. For the "Processor industries", make them look like giant processors with a lable on top like "CPU" or "SPU" or "GPU



That is true (company colors). I had some fun tonight again continuing on my hackup. I changed the loco to cc, so if you choose green it will be pretty much as before, but you can now distinguish the players. Some of the other colors are also nice, others don't look as cool though imo.
Then for the landscape I chose grey for dirt, fading into green as "growth stages". Then I had some other ideas... I'll just show the screenshot ;)

This is so much fun :lol: Ideas just keep pouring in ^^


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Gribble & Co., 1956-09-27.png
Gribble & Co., 1956-09-27.png [ 30.31 KiB | Viewed 619 times ]

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PostPosted: Sat Jan 21, 2012 4:20 am 
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Switch rough land and stones, make the growth levels (especially 2) more distinct, and everything's fine.
Trees will be interesting...

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PostPosted: Sat Jan 21, 2012 4:34 am 
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Why do you think it should be switched? Not that I'm completely against it, just would like to know your reasoning. ;)
The reason I made rocks == bad sector is because rocks are really expensive to clear, while rough land only costs a bit more than normal land to clear.


As for trees, I already have something in my mind... what about a tree as in binary tree? :lol:
Looks can definitely be improved, but what do you guys think of the idea?


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Gribble & Co., 1967-06-30.png
Gribble & Co., 1967-06-30.png [ 2.34 KiB | Viewed 612 times ]

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PostPosted: Sat Jan 21, 2012 4:43 am 
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Well, the "fragments" look like rocks on the ground, while the red edges remind me more of the Toyland rough land, which is a recoloring of the regular grass.
Go ahead with the tree idea.

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PostPosted: Sat Jan 21, 2012 5:18 am 
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I've adjusted the colors of the ground tiles. As your keen eye spotted, the growth 2 tiles were only one gradient darker than the normal tiles, whereas 1->2 and 0->1 (or rather, the estimated green equivalent of 0 -> 1) were 2 gradients from each other.

So I made growth 2 one darker, but then of course had to make growth 1 darker as well. Then growth 0. But then, THAT was only one gradient away from the dark grey filling, so I made those one darker as well. :lol:

Here's a comparison:
old tiles
new tiles

Best way to compare is loading each in a tab and switching between them.

I also converted the depot to CC, which is seen on the screenshots.

Oh and I made a cursor a while back. Is never seen on the ingame screenshots of course. So here it is:
Attachment:
VR_cursor.png
VR_cursor.png [ 1.18 KiB | Viewed 604 times ]


Attachments:
tron old tiles.png
tron old tiles.png [ 41.27 KiB | Viewed 604 times ]
tron new tiles.png
tron new tiles.png [ 41.4 KiB | Viewed 604 times ]

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PostPosted: Sat Jan 21, 2012 5:42 am 
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Looks good so far guys, I didn't think this idea would even leave the first few posts :P

Anyways, I really like the idea for the rough land, stone, and the trees :3 Though I do think stone could be changed a little. Maybe red squares with just 1's or 0's or X's in them to make them look like bad sectors.

Also I was working on another locomotive, a hood unit type, sorta like a SD40 or something. Though gotta figure out how to add some dimension to it without straying from the line style of drawing. I think we could at least allow our selves to use some shading just to make playing the game a little easier.

Also, what will we do about water? Maybe have waves of 1's and 0's?

Edit : If we can, I'd like rails and roads to stay more like parrallel lines instead of one big line so that it will be easier to see the roads and rails. Though when I came up with thise idea, I was thinking of at least adding some basic detail to the rails and roads to help spotting them (like simple bright brown lines for sleepers? Maybe use yellow or white lines for roads and sidewalks?)

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PostPosted: Sat Jan 21, 2012 11:53 am 
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For water I'd have solid green tiles. should be obvious enough I'd say.

Loving the trees, I'd say go ahead and make all types of trees look like that, (or perhaps a linked list variant too :) ). Either way data forests would be a cool idea as a primary industry :D

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PostPosted: Sat Jan 21, 2012 1:14 pm 
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This is looking very interesting. I know what would be a great idea - to code it as an alternative base set. It would be good to have a better choice of base sets - it would make games without NewGRFs more interesting (eg multiplayer games because the base set is client-side, unlike non-static newgrfs)

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PostPosted: Sat Jan 21, 2012 3:17 pm 
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Looks good so far, I like the idea of Data Forests.

What about farms or mines? Also how will we incorperate Hard Drives, Memory (RAM), and the Processors? What about the internet (producing packets of data)?

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PostPosted: Sat Jan 21, 2012 3:29 pm 
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I think this is beginning to scream base set, I'd say you could try make factories look like CPUs (might be tricky given the general shape). Different mines could look like different memories? eg coal mine RAM sections, iron ore a magnetic hard disk?

Again just ideas, it might just be better to draw VR style outlines of what they look like now :)

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PostPosted: Sat Jan 21, 2012 3:54 pm 
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I think this has to become a combination of base set and additional newgrf.

As with a base set alone, the industries still would be called "forest, steel mill, print works and bubble factory". That you can only change with a newgrf. However, there are certain advantages over having the rest in a base set, because it's independent.

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PostPosted: Sun Jan 22, 2012 3:00 pm 
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I've been thinking about how industries would work and I've devised what I think is a reasonable set of chains.

    Primary Industries
      Keyboard
      Mouse
      Camera
      Microphone
      Power Supply*
      USB Device (or USB bus)

    Secondary Industries
      CPU
      GPU
      Sound Processor*
      NIC*

    Cargoes
      Power*
      Data
      Raw Audio
      Raw Video
      Key stroke
      Mouse click
      Mouse Movement
      Command (or Action maybe...)

So then chains would be;
Power Supply -> All other industries*
Keyboard + Mouse + Microphone + USB -> CPU -> Towns + NIC*
Camera (Video Source?) -> GPU -> Towns

I'm not entirely sure on how items with a * would work and I'm not sure what would replace Passengers and Mail. Perhaps it could be Users for passengers and IP Packets for Mail, which would render the NIC redundant. Anyway, that's my suggestion. Although I would love to have a Tron/PC GRF I'm just not sure how it would work or even if it would work. A PC isn't a group of one way chains which makes industry chains a little more complex. A CPU for instance would deal with almost everything while a GPU would only deal with Video data. Also, a CPU would not only take in primary industry resources but it would also take in what it produces... I'll stop rambling here.

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PostPosted: Sun Jan 22, 2012 3:23 pm 
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And, Another set of possible industry chains. I had started working on this before I saw SkeedR's post, but anyway...

I basically just 'reskinned' the default toyland cargo network. Some of the primary industries are a but off from actual components, but I used what toyland gave me.

Provided are both the new cargo setup and the one I made as the base template using the original industries and cargoes

New Industries and Cargoes Here
Attachment:
VRCargoNet.png
VRCargoNet.png [ 38.04 KiB | Viewed 451 times ]


Template Here
Attachment:
ToylandCargoNet.png
ToylandCargoNet.png [ 34.43 KiB | Viewed 451 times ]


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