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mokesmoe
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« Reply #1020 on: November 29, 2011, 01:11:37 AM » |
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The lighting system couldn't change the text and level button colour, although it could do the background. Probably possible with surfaces and some shenanigans.
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vinheim3
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« Reply #1021 on: November 29, 2011, 04:18:03 AM » |
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The problem with both the pitched images of world map is that they both look bland with just a 2-colour background. The first one fits the game better, but needs lighting.
I like peanutbutter's idea, but making the light blend in with the background a bit, as in have it get darker the farther it is from the mouse until it blends with the background's colour or some other predetermined distance. Also, using surfaces to make it affect the buttons sound cool, not sure if you should let it affect text, but if you try it out, it might turn out to look good.
You could also add like 2 torches to the side of each major city/area which emits a smaler bit of light to give it more edge.
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rek
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« Reply #1022 on: November 29, 2011, 07:09:52 AM » |
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DAY 254 - November 28, 2011 - Worked some more on the map.
- Went through my notes and added in all the proper place names (not shown in pic).
*maps* Which one do you guys think looks better? If those terrain features are even remotely important, they should be more visible. As they are it's possible someone would mistake those bodies of water for ye olde parchment discolouration.
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Gabriel Verdon
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« Reply #1023 on: November 29, 2011, 08:06:27 AM » |
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@peanutbuttershoes That's a sweet idea, I will probably go ahead and do something like that. Although after posting those pics I have kind of similar circle under the moon, so I will probably just use the lighting system with a very subdued light. I was also considering having little info boxes that appear when you hover over a button.
@mokesmoe‽ Actually the lighting system can do this - as long as they are drawn at a higher depth than the lights (-100000 for me) then they will be affected by it.
@vinheim3 I don't fully understand what you mean. I imagined the light to follow the mouse so it would never be far away from it. The torches idea is cool, I'll give that a try.
@rek They are not really that important, no, but I'm not finished with it either. I'll be adding more details like forest and mountains and stuff too.
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« Last Edit: November 29, 2011, 08:16:30 AM by Gabriel Verdon »
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Hangedman
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« Reply #1024 on: November 29, 2011, 08:36:03 AM » |
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A flickering, possibly morphing circle of light would be cool, as if someone was reading the map by the light of a handheld torch. And right in the center the brightest point could be the cursor, so to speak, bringing up info boxes whenever a button is fully lit. 
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rek
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« Reply #1025 on: November 29, 2011, 09:21:33 AM » |
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Oh yeah, and it reminds me of the map for Mouse Guard:  The neutrals aren't really a problem if you want it to look like an aged map – maybe there's some lighting or focus thing you can do to really boost readability when a location is highlighted.
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vinheim3
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« Reply #1026 on: November 29, 2011, 09:31:03 AM » |
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@vinheim3 I don't fully understand what you mean. I imagined the light to follow the mouse so it would never be far away from it. The torches idea is cool, I'll give that a try.
Yeah, reading it again, what I said could easily be interpreted differently. I mean that the center of the light will be on the mouse, but the light around it will dim as it grows outwards.
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thatshelby
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« Reply #1027 on: November 29, 2011, 09:43:18 AM » |
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Needs some texture, too.
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sugarbeard
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« Reply #1028 on: November 29, 2011, 01:09:30 PM » |
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A flickering, possibly morphing circle of light would be cool, as if someone was reading the map by the light of a handheld torch. And right in the center the brightest point could be the cursor, so to speak, bringing up info boxes whenever a button is fully lit.
Yeah that! Do that!
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Ishi
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« Reply #1029 on: November 29, 2011, 01:40:28 PM » |
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While we're throwing ideas around; if you're using the lighting system could you put one light on the mouse and a different coloured light on the player's current location? Presumably it'll be necessary to show the player's location on the map somehow.
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rek
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« Reply #1030 on: November 29, 2011, 02:54:29 PM » |
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While we're throwing ideas around; if you're using the lighting system could you put one light on the mouse and a different coloured light on the player's current location? Presumably it'll be necessary to show the player's location on the map somehow.
Or a marker of some kind, a little carved wooden totem or token in the shape of the player character.
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Gabriel Verdon
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« Reply #1031 on: November 29, 2011, 07:53:44 PM » |
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DAY 255 - November 29, 2011 - Added the map background and all the icons into the game and started testing out different lighting effects.

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« Last Edit: November 30, 2011, 12:29:47 AM by Gabriel Verdon »
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Gabriel Verdon
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« Reply #1032 on: November 30, 2011, 11:23:31 AM » |
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DAY 256 - November 30, 2011 - Reworked the GoToMap code so it can work with the lighting system.
 Hey guys, IndieDB is running an "Indie of the Year" award, so if you feel like it you can go and vote! http://www.indiedb.com/games/the-archer
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« Last Edit: November 30, 2011, 08:45:03 PM by Gabriel Verdon »
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ANtY
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« Reply #1033 on: November 30, 2011, 11:40:29 AM » |
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Voted! Please win with Survivors of Ragnarok 
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SolarLune
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« Reply #1034 on: November 30, 2011, 11:44:28 AM » |
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It's funny - Cryengine 3 sponsored the competition, but you're making the game in Game Maker. Heh. It's looking quite good, by the way, Gabriel. Each screenshot I've seen looks unique, like there aren't any areas where you didn't know what to make - each area looks expertly crafted. Very, very nice work.
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