Baseset "abase" (codename) - fork of zBase 32bpp graphics set.

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lukasz1985
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Re: Baseset "aBase" (codename) - fork of zBase 32bpp graphics set.

Post by lukasz1985 »

The way it turned out:
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V453000 :)
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Re: Baseset "aBase" (codename) - fork of zBase 32bpp graphics set.

Post by V453000 :) »

Those are quite nice ... I find the Trees one odd though ... as the only one it fills the image frame. Maybe placing just a couple trees without background/sky/grass there, would be a lot better. Dynamite is excellent and QWE terraforms are very nice, too.
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lukasz1985
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Re: Baseset "aBase" (codename) - fork of zBase 32bpp graphics set.

Post by lukasz1985 »

Problem with "trees" is that this sprite is reused in the minimap view for the "display vegetation" button, which is used to display trees, fields and rocks inside the minimap. It's reused by the game core engine so I'm unable to split those graphics. I guess I'll have to find some compromise on this soon.
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Re: Baseset "aBase" (codename) - fork of zBase 32bpp graphics set.

Post by V453000 :) »

Then I still think that using a tree only icon is best. Vegetation very much is trees, and nobody cares about showing rocks on the map anyway.
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Re: Baseset "aBase" (codename) - fork of zBase 32bpp graphics set.

Post by planetmaker »

V453000 :) wrote:Then I still think that using a tree only icon is best. Vegetation very much is trees, and nobody cares about showing rocks on the map anyway.
Well said. The image-icon for the landscape as shown above sticks out and doesn't quite fit the style of your other icons. A simple tree or such without any border around it would fit well on the other hand.
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Re: Baseset "aBase" (codename) - fork of zBase 32bpp graphics set.

Post by lukasz1985 »

V453000 :) wrote: and nobody cares about showing rocks on the map anyway.
Well.. I do, at least at the beginning of game, when I have to build cheaply. Later on I use it to display farming areas to avoid spoiling the landscape. That's unfortunate this sprites are shared, but well, I've come to this as a compromise:
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Re: Baseset "aBase" (codename) - fork of zBase 32bpp graphics set.

Post by lukasz1985 »

Or, actually - this: (attachment). The trees are placed in the center and are the focus point of the icon, so for me this partly solves the problem. (I'm currently polishing this sprite, so I'll update this post when it's ready)
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Re: Baseset "aBase" (codename) - fork of zBase 32bpp graphics set.

Post by lukasz1985 »

So, the end result is like this. Hope it makes you content :)
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Re: Baseset "aBase" (codename) - fork of zBase 32bpp graphics set.

Post by supermop »

The TNT looks great! I also think getting rid of the sky is a good option for vegetation button. I admit I never thought of the rocks and farmland function in the minimap - never thought to use this function as in the early game I usually do my planning in zoomed out main viewport instead of on the map!
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Re: Baseset "aBase" (codename) - fork of zBase 32bpp graphics set.

Post by pelya »

A warning sign like that could work for 'buy land' button. The text and the man figure are too small for icon, but I think red crossed circle will look okay.

Alternatively, you can try 'Under construction' sign - a yellow triangle with an exclamation mark.

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Dynamite icon is much better now.
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Re: Baseset "aBase" (codename) - fork of zBase 32bpp graphics set.

Post by lukasz1985 »

This solution doesn't correlate with the ownership conception on the aspect of the player color, that is - even if I could change the sign sprite used on the tiles to a similar as the "no trespassing" , I would have to switch the colors for each of these signs - and that is not an option.

Nevertheless, the idea is good and would be suitable if it was possible to overlay tile with borders of the company's color of owner.
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Re: Baseset "abase" (codename) - fork of zBase 32bpp graphics set.

Post by lukasz1985 »

Another update (version 0.1.2).

The new version has been released to bananas(is uploading now). It includes the landscaping toolbar icons and some bugfixes. The most significant bugfix is related to wrong trains wagons and engines sprites offsets. The other one is about road vehicles sprites not aligned correctly and also not moving on the axis of their driving lane (they were offset too much to the left and in some cases to the right). Both issuess have been mainly solved - see the attachments for visual explanation (aslo when I will have time I will manually determine the centers of projection for 100% accuracy).

Also on the technical side of things - the name of the baseset GRF in the online content has changed - please download the "abase" named set. Another thing is - the abase-graphics repo is Git, not Hg anymore.


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Re: Baseset "abase" (codename) - fork of zBase 32bpp graphics set.

Post by Zephyris »

Could you please add the corrected offsets to zBase?
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Re: Baseset "abase" (codename) - fork of zBase 32bpp graphics set.

Post by lukasz1985 »

Zephyris wrote:Could you please add the corrected offsets to zBase?
See your PM inbox.
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Re: Baseset "abase" (codename) - fork of zBase 32bpp graphics set.

Post by lukasz1985 »

The project "growth prerequisites" have changed - see the initial post's "Requirements" section for more information. Thank you.
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Re: Baseset "abase" (codename) - fork of zBase 32bpp graphics set.

Post by supermop »

More power to you - as a professional designer, I support your decision.
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Re: Baseset "abase" (codename) - fork of zBase 32bpp graphics set.

Post by pelya »

I can advertize this project through OpenTTD Android app, but you need some better landing page than a thread on tt-forums.
Maybe even gofundme campaign, but a simple webpage with paypal and forum links, and 'before -> after' screenshots will suffice.

And if that fails, the work done up to now is already enough to justify a public release, or merge it into zBase.
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Re: Baseset "abase" (codename) - fork of zBase 32bpp graphics set.

Post by lukasz1985 »

I won't go for any crowdfunding campaign. It's up to you to make it viral. I'll tomorrow edit the initial post and give some screenshots.

The work already done, as I've said is already on bananas under the name "abase" (there were 3 releases in case you missed it). I have no push access to zbase official repository so I won't push there; anyway zbase is not my business: if Zephyris or someone else want - they may pull from the BitBucket repos.
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Re: Baseset "abase" (codename) - fork of zBase 32bpp graphics set.

Post by archy »

I can't find this on bananas, and the bitbucket link is a 404.

What am I missing here?
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Re: Baseset "abase" (codename) - fork of zBase 32bpp graphics set.

Post by pelya »

It's still there.
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