Wow so much feedback/help it's great!
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I think placing the number somewhere inside the box would look better; perhaps the lower right corner? I'd also place the enemies stats on the other side of the enemy, on the far right side of the screen so that they don't in between the player and the monster.
It's an 800% improvement from the original HUD though, I look forward to how this turns out Smiley
Yeah I put them inside the box now like you and others suggested, it does look better. I see what you mean about the enemies stats so did that too.
It's fun for me to watch it change too, I don't know how it'll turn out
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with the 5s up in the corner instead of big like that last example.
Thanks for the image it totally convinced me that it does look better up there.
Anyways, as mentioned you can put the numbers on the corners of the item boxes but also you can place the numbers for health and damage directly over their icons as well if you scale up the size of the icons a bit.
Great suggestion about the numbers over the icons, that looks much better and saves space.
"Gain 1 health when damage player" is pretty unnecessary, maybe you could just make the enemy's attack icon look like vampire teeth or something to symbolize the leeching.
One last thing, edit your rope icon a bit. It looks like a straw not a rope (it is very rigid). Try making it a bit more curvy and string-like.
Other than those issues, things are shaping up really nicely. I have a feeling this project will pan out nicely in the end. Keep it up!
OK I removed the gain 1 health thing but I added a text box. That way when the vamp attacks/other special powers kick in it'll pop up there and notify the player that way so they are not just completly confused. That text wasn't just for the vamp, I plan on all the bad guys having something unique about them.
Yeah the ropes not so good yet. I'll try to make it curvier like a rope should be. Yeah I'm liking the way this is starting to look and I think the first version will be done soon (that being the version with 4 items and 5 or so monster that you fight after that I plan on keeping the combat the same but turning it into more of an adventure with lots of encounters instead of just 1 dungeon dive)
Yeah ninjutsu63 has the right idea. Ditch that font you're using now. It's not made for it. Try these fonts: Delicious Heavy, Accidental Presidency, etc.
Here... I spent a good 45 minutes doing this. It's a bunch of fonts that I like coupled into one. I'm pretty sure 99% of these are free to download. If not; I must have bought 'em. Anyway the font you're using is Hobo Std. I've used it. Hehe - for cartoon-y feel.
Wow! thanks that is so helpful. Plus they all look so good with the gradients/shadow etc. you've used. Something like that would look so good on a title screen.
I choose to use Huggable but I've been switching between that and Declicous Heavy so we'll see what it ends up as.
Also I notice a lot of you used stroked text in your examples, unfortunately cs3 can't do stroked dynamic text so I'm having to use an outer glow of black. Hopefully it looks ok.
Here is the gui now...
I was a bit overwhelmed by the orange so I added some purple in.
And here is the store wip...
So in addition to graphics stuff I got nice transition to the store and back. Frames+gotoAndStop were giving me a huge headache so I transitioned it all over to just movie clips that I show or hide. Seems to be much better this way. I also made the buttons a bit more interactive. They now respond to mouse up/down in addition to over/off. Also, the multiples of items works now. I can tell easily when the player looses but I'm not forcing you back to the store yet as it was annoying for play testing reasons.
Thanks so much everyone for the help. It really is helping a lot and I'm sure I'll use this advice on other games to come. I do feel a bit bad about how much my current design resembles a bunch of the mock ups done here for me. Hopefully no one minds.
Tomorrow/Tonight I think I'll get started on
Story
Intro/tutorial type deal