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Arucard
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« Reply #30 on: December 30, 2009, 11:14:32 AM » |
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Looks nice, but like it better off the playing area. If you can use the windows off screen, or at the bottom would probably work well. Of course without playing it yet, I can't say for sure how much it would get in the way. 
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oryx
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« Reply #31 on: December 30, 2009, 12:37:43 PM » |
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Can you move the interface windows around? The placement is currently pretty strange - Also maybe you should color some windows differently like the text window, or the non-interactive windows be grey?
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« Reply #32 on: December 30, 2009, 08:23:25 PM » |
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I made two potential alignment mock-ups:   I think the second one looks much, much better and is easier to read, so I'll be probably using it as the final interface; I think it won't look strange at all. The health bar is far from the corners because I want the player to always be able to see his health.
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Mocker
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« Reply #33 on: December 30, 2009, 09:22:05 PM » |
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The layout still seems kind of cluttered. Can you make the red backgrounds slightly transparent for some of those boxes?  or i like this one (with coins or other player detail stuff on the left) 
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I code like the wind - the wind crashes many things
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Arucard
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« Reply #34 on: December 31, 2009, 03:58:38 AM » |
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I don't know, I think I became particularly partial to the old-school info on the side style it had before. Though I assume you are trying to make the play area take up the whole screen, I still liked having the messages down below. What about using sprites for HP/coins/AC/BP, like a heart/coin/shield/sword? Would cut down some space at least, not much though I guess. If the windows could be shrunk a bit, the four corners would work since you rarely need to see anything there.
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JMickle
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« Reply #35 on: December 31, 2009, 07:28:09 AM » |
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i really like the style of this game (the reds and the message boxes)
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« Reply #36 on: January 01, 2010, 11:43:55 AM » |
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Hats Update:  Still no test builds; I don't think there will be any before the final release. You can see that I've taken your suggestions into account to create a final interface scheme. I think it looks quite solid now. I've also finished adding sound effects and music; I'll be using stevobread's midi music, which I find to be quite beautiful. I may still add an option for a message box, but I'm pretty sure the box will just be redundant now (you can see the damage you and your enemies deal when they hit you, so there is no information loss). And that's all for this update...
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oryx
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« Reply #37 on: January 01, 2010, 12:27:12 PM » |
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just a quick suggestion - lining up the top left containers a bit  OR if you wanted to keep the coin/sword/shield container vertical, line it up on the right and just make the level container fill up the space.
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Mocker
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« Reply #38 on: January 01, 2010, 01:27:27 PM » |
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looks good to me. Looking forward to trying it
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I code like the wind - the wind crashes many things
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Geeze
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« Reply #39 on: January 02, 2010, 02:29:17 AM » |
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There seems to be a bug in build 8 when i play 2x scaled version. If I try to attack an village or go hunting it scales to something 10x and HUD can't be seen.
(does not occur when playing non-scaled version)
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J. R. Hill
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« Reply #40 on: January 02, 2010, 04:13:57 AM » |
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There seems to be a bug in build 8 when i play 2x scaled version. If I try to attack an village or go hunting it scales to something 10x and HUD can't be seen.
(does not occur when playing non-scaled version)
It did this to me too.
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J. R. Hill
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« Reply #42 on: January 02, 2010, 07:17:16 AM » |
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That's what I get for not reading the entire thread! 
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« Reply #43 on: January 02, 2010, 09:37:21 AM » |
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Another UpdateWell, I think it's time for a new update:  oryx, you can see I've taken your suggestions into account. Basically, I've added about 10 different ranged weapons; they do not work like other items, the game automatically chooses the better one and you equip it. Other than that, as you can see in the screenshot, there are some scrolls now! They either teach you skills like whirlwind or power attack, or add intrinsic abilities like infravision. Now I just need to catch the remaining bugs and eliminate them. I'm hoping to release the game by Wednesday. (BTW, Arucard, would you want to be a beta tester? I really don't want to release public demos anymore, and you seem to be pretty good at catching bugs.)
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Arucard
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« Reply #44 on: January 04, 2010, 06:01:21 AM » |
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(BTW, Arucard, would you want to be a beta tester? I really don't want to release public demos anymore, and you seem to be pretty good at catching bugs.)
   Definitely! I'll hunt those suckers down! *ahem!* I mean, I would be honored to assist you in this noble endeavor! Just message me with a link, or build. Can't wait to see the hats! Edit here: Just to let everyone up to speed, the build I received was practically bug-proof from my tests so far. The HUD can be toggled on/off, (assuming this will be in final version) so if it gets in your way you can move it. And there are a few nice surprises in there, a final release should be forthcoming fairly soon. (Hopefully PDF doesn't mind me stepping on his toes here a bit  )
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« Last Edit: January 06, 2010, 06:34:42 AM by Arucard »
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