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TIGSource ForumsCommunityDevLogsMoonQuest
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rek
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« Reply #200 on: January 06, 2012, 07:19:53 AM »

@rek here u go..


Definitely this one then. The highlight on the boxes makes them stand out better against the background art and the chat window.
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kamac
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« Reply #201 on: January 06, 2012, 08:53:05 AM »

I agree with rek.
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Dugan
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« Reply #202 on: January 06, 2012, 11:17:32 AM »

I like the art style - it all looks quite insane Smiley
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Angelbait
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« Reply #203 on: January 06, 2012, 12:55:54 PM »

@rek here u go..


Definitely this one then. The highlight on the boxes makes them stand out better against the background art and the chat window.

Seconded for the same reasoning.  Looking cool too!
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eigenbom
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« Reply #204 on: January 06, 2012, 01:39:14 PM »

Alright cool I'll get to work on the shinier one. Thx everyone!
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eigenbom
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« Reply #205 on: January 06, 2012, 08:47:07 PM »

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happymonster
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« Reply #206 on: January 07, 2012, 02:42:38 AM »

Looking nice, and I like the new GUI that other people have voted for..  Grin
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DragonSix
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« Reply #207 on: January 07, 2012, 03:16:37 AM »

I think the second gui is a little too fancy and doesn't fit with the visual identity of the game as well as the first.
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kamac
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« Reply #208 on: January 07, 2012, 10:25:00 AM »

By the way, what did you use/are going to use for networking?
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SolarLune
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« Reply #209 on: January 07, 2012, 01:33:12 PM »

Love the style, and the game seems fun. Keep developing the world - it looks awesomely interesting.
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eigenbom
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« Reply #210 on: January 07, 2012, 02:12:51 PM »

@kamac I intend to use SFML's networking stuff, but we'll see!

Thx everyone for the comments. @DragonSix, Good comment about the consistency, and I agree. I'm quite concerned about having a consistent style run across the whole game, so there'll probably be more UI tweaks down the track. Smiley
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eigenbom
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« Reply #211 on: January 07, 2012, 08:54:35 PM »

more gui mockups..

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kamac
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« Reply #212 on: January 08, 2012, 01:37:23 AM »

I like the engine mockup.
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J. R. Hill
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« Reply #213 on: January 08, 2012, 01:39:56 AM »

My oh my, moonman, that sword of yours is stunning...
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eigenbom
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« Reply #214 on: January 08, 2012, 08:03:12 PM »

Update: alrighty, first iteration of inventory prototype done, resorted to doing a simple black rect behind the item count labels, and managed to get the alignment all spot on.  I have a concern that the font and icons are too small, but its actually quite easy to adjust, which i may do later on. but for now ... drag and drop awaits!

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BlueSweatshirt
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« Reply #215 on: January 08, 2012, 08:14:51 PM »

I detect a very minecraftian vibe here!
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Ashkin
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« Reply #216 on: January 08, 2012, 09:33:04 PM »

Hmm... Do you have to do a crafting grid? :/
Can't you do something else for crafting? Or at least have features that makes it stand out?
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Inanimate
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« Reply #217 on: January 08, 2012, 09:48:49 PM »

IDEAS:

-Crafting engages a shooter mini-game.

-To craft a material, you must woo its heart first. Each material has different personalities, hopes, and dreams.

-Materials must be captured first, by sending out your own materials and battling them. You capture them with "Mateballs".

-Materials are notoriously scared of each other, and so you have to go through a sneaking mini-game to trick them into combining.
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eigenbom
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« Reply #218 on: January 08, 2012, 09:54:29 PM »

@jakman You should, minecraftian would be one classification I'd agree with. Also ... knittian, dwarffortressian, and theincrediblemachinian!

@ashkin I'm a big fan of the crafting grid, I think it's elegantly simple, very expressive and a lot of fun to play around with. Mind you, when building/crafting complex machines, I'll probably have something a bit different.
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eigenbom
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« Reply #219 on: January 08, 2012, 09:56:32 PM »

@Inanimate: Thanks for the awesome ideas! Well, hello there!
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