RoundSquare tileset

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Hans Lemurson
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Re: RoundSquare tileset

Postby Hans Lemurson » Fri Aug 03, 2018 6:31 pm

Wahazar wrote:After accident with trireme caused by silly isometric aspect ratio, I definitely switched to rounded square overhead tileset for LT.
I'm not quite convinced with these pixels instead of numbers, but generally it looks fine.

Maybe wall merlons (as it was in cov1) instead of these small, hard to notice yellow flags, for non-empty town?

The yield-dots may grow on you.

The cities and their occupancy indicators are pure default Trident. I fully intend to revamp them at some point. I agree it is far harder than it needs to be to see if they are occupied or not.
Wishes he could convert Civ2's scenarios to FreeCiv...
But instead, he made his own tileset variants, RoundSquare and Sextant-enHANSed, and refuses to play on anything else. Check them out!

Wahazar
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Joined: Mon Jul 02, 2018 1:49 pm

Re: RoundSquare tileset

Postby Wahazar » Wed Aug 08, 2018 9:09 pm

Hans Lemurson wrote:The cities and their occupancy indicators are pure default Trident.
I know, but while other things are more clear now if compared to default trident, city occupancy is still illegible.

Hans Lemurson
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Posts: 73
Joined: Mon Aug 22, 2016 10:25 pm

Re: RoundSquare tileset

Postby Hans Lemurson » Wed Aug 08, 2018 9:44 pm

Wahazar wrote:
Hans Lemurson wrote:The cities and their occupancy indicators are pure default Trident.
I know, but while other things are more clear now if compared to default trident, city occupancy is still illegible.

Consider it a feature request.
Wishes he could convert Civ2's scenarios to FreeCiv...
But instead, he made his own tileset variants, RoundSquare and Sextant-enHANSed, and refuses to play on anything else. Check them out!

Hans Lemurson
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Posts: 73
Joined: Mon Aug 22, 2016 10:25 pm

Re: RoundSquare tileset

Postby Hans Lemurson » Thu Aug 09, 2018 12:30 am

Having converted several otherwise productive hours of the day into tinkering with FreeCiv graphics, I present the following enhancements to the tileset: Better Occupancy Flags!
Image
Optional Full-Food Yield Graphics!
Image
To use these alternate graphics, modify the "RoundSquare.tilespec" file, look for line 65 and follow instructions.

Code: Select all

  "RoundSquare/tiles.spec",
;  "RoundSquare/yields_f.spec",   ;Optional Full-Food yield graphics.  Uncomment to activate.
  "RoundSquare/yields.spec",
I'm not going to do it for you.

Now, you would think that all this wouldn't have taken 2+ hours to accomplish, but you would be wrong. I went through MANY potential flag/occupancy graphics, drawing, redrawing, and erasing before settling on one that did a decent job of "catching the eye" without covering up or blending into or otherwise disrupting other graphics.
Wishes he could convert Civ2's scenarios to FreeCiv...
But instead, he made his own tileset variants, RoundSquare and Sextant-enHANSed, and refuses to play on anything else. Check them out!

Wahazar
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Posts: 60
Joined: Mon Jul 02, 2018 1:49 pm

Re: RoundSquare tileset

Postby Wahazar » Thu Aug 09, 2018 11:58 am

Well done, definitely hard to overlook, even if city background flag have similar colours.

Hans Lemurson
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Posts: 73
Joined: Mon Aug 22, 2016 10:25 pm

Re: RoundSquare tileset

Postby Hans Lemurson » Thu Aug 09, 2018 8:56 pm

I'm not 100% sure what the emblem on the flag is supposed to represent (balance scales?), but it is nice and distinctive. Visible even against the flags of Spain and Catalunia. I can see it as a separate "thing" even when squinting, and it can't be confused with any other feature on the screen. And so I decided it was "good enough".

It would actually look kind of cool as a flag in it's own right...
Wishes he could convert Civ2's scenarios to FreeCiv...
But instead, he made his own tileset variants, RoundSquare and Sextant-enHANSed, and refuses to play on anything else. Check them out!