Buckermann
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The area for a spell is now shown when selecting a target. Like this:
(a single screenshot would have been certainly enough. I'm sorry for you dial-up user)
Posted on 2004-06-20 22:12:17 (last edited on 2004-06-20 22:16:03)
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arias
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Awesome, your battle system is making such good graphical progress. I would strongly advise you to make the color of the target circles different from the red grids though; it's all about presentation ;)
Posted on 2004-06-21 02:04:56
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rpgking
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Wow, this battle system is awesome. You've made great progress, Buckermann.
As Arias said, it might be better to use something other than red for the targetting grid. Maybe a cool color like sky blue? Warm colors like red should be used sparingly. :P
But without that minor gripe about presentation, this is truly a great system. :)
Posted on 2004-06-21 03:45:06
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arias
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And also, remove the grid system when the actual spell is being cast.. it'll look much cooler ;) As far as I see, the system is pretty solid, and like RPGking said, you could do a better job with the interface colors.. ^_^
Posted on 2004-06-21 21:26:47
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cmdratz
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Buckermann:
I motion that you consider changing the curser regarding range display, examples given: 1/7, 2/7, 3/7, 4/7, 4/7, 6/7, 7/7, 8/7 and so forth. Bold numerators when within denomenator, unbold when exceeding denomenator, with denominators always unbold. Maybe make the slash an unobtrusive long (for 16*16) arrow. This implementation would be fully opaque but elegant in that the numbers and slash would cover litttle of the underlying square.
Another way of accomplishing this display method is ignoring the fraction approach, as you have, yet only displaying a number in the selected square (perhaps beside an arrow graphic?), with distances out of range undisplayed.
A third technique for a selected square only approach is a breaking arrow displayed for spaces out of range and an intact arrow for spaces in range; similarly for magic, a breaking wand for spaces out of range, and an intact wand for spaces in range.
Respectfully:
C. M. Dratz
Posted on 2004-06-21 22:06:21 (last edited on 2004-06-26 18:36:29)
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mcgrue
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I wonder if Buckermann is going to garotte everyone that's making suggestions >:)
Posted on 2004-06-21 23:07:25
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Buckermann
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Quote: Originally posted by mcgrue
I wonder if Buckermann is going to garotte everyone that's making suggestions >:)
Not at all! Quite the opposite.
What our respected C.M. Dratz suggested is a really good idea. I just fear that it won't work very well in 320x240. But I keep it in mind when I switch to the 640x480 (or higher) resolution. Then it will work very well, I guess.
And what Arias mentioned, removing the grid when the spell is cast, makes sense too. I never thought about that.
About the colour for the grid, I think I just add some RGB slider to the grid config menu. This way I can let the user choose his prefered colour.
See McGrue? The opinion of the people on this board is really important for me. Don't you want to make a suggestion too?
Posted on 2004-06-22 07:58:28
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mcgrue
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Well, I was going to keep shut up...
I'm for conserving alphanumeric information in UIs. Instead of whenever possible. Sure, it might be nice to have the numers turn on as an option, but I'd rather have a more subtle way to mark the differing step amouts... like make the closest step to you 10% lucent, and go down 5% for each step-level from there.
Just a suggestion. Might look ugly in practice... and there'd need to be a failsafe for people with huge strides so you never go more than 75% lucent or so.
Posted on 2004-06-22 18:18:14
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Alex
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Mr Buckermann, may I enquire as to how you're working the movement costs? Looking at those screenshots it seems that it sometimes costs less to move further...
Posted on 2004-06-22 18:48:55
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mcgrue
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It looks like he's doing diagonals in a movement level instead of just the cardinal directions.
22222
21112
21O12
21112
22222
vs
43234
32123
21O12
32123
43234
Posted on 2004-06-22 19:01:12
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Alex
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There's something strange going on with those though. For example, look at this screenshot again:
It costs less to move southeast than to move southwest over the same distance. So if you were to move the character down 4 squares then left 4 squares, you could go no further. But if you were to move down 4 squares then RIGHT 4 squares... you can still move a further square to the right.
Posted on 2004-06-22 19:58:16 (last edited on 2004-06-22 19:59:22)
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Buckermann
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Quote:Originally posted by Alex
Mr Buckermann, may I enquire as to how you're working the movement costs? Looking at those screenshots it seems that it sometimes costs less to move further...
Oops. I forgot to set the path cost (during pathfinding) for diagonal movement back to 14 (from 20). With a value of 20, the pathfinding will sometimes consider a two-step movement better than just one diagonal step.
Though, this is only for the pathfinding. A diagonal step (if it's possible due to surrounding obstructions) will still cost 10 APs.
Posted on 2004-06-22 22:48:07
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Buckermann
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Quote:Originally posted by mcgrue
[...] but I'd rather have a more subtle way to mark the differing step amouts... like make the closest step to you 10% lucent, and go down 5% for each step-level from there.
Hmm. A interresting idea. I'll test how it looks.
Posted on 2004-06-22 22:53:05
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arias
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The RGB bar to allow users to change the grid colors is a cool idea, but I think getting the default colors right can only bring about better impressions to the initial user ^_^;;
And wow, thanks for being so receptive. It's not often that I see people who're willing to listen to others.
Posted on 2004-06-22 22:59:29
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Alex
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Quote:Originally posted by arias
It's not often that I see people who're willing to listen to others.
Hey! I hope that's not a subtle dig at me... ;)
Posted on 2004-06-23 00:04:30
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Buckermann
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Not a bad Idea McGrue, you've had there.
Combined with a colour change:
SetLucent(75-((50/(wRange-1))*(TB_DisplayMovement[C_PX+x] [C_PY+y]-1)));
rectfill(xPos+1, yPos+1, xPos+(TB_TileSize*16)-1, yPos+(TB_TileSize*16)-1, RGB((255/(wRange-1))*(TB_DisplayMovement[C_PX+x] [C_PY+y]-1) , 255-(128/(wRange-1))*(TB_DisplayMovement[C_PX+x] [C_PY+y]-1), 0), screen);
and C.M. Dratz idea with the range display, I think I can say this is a good solution (the colours and lucent values aren't finial).
And Arias, I listen to other peoples opinions because I'm selfish and lazy. I realized some time ago that other people can have good ideas too (not as good as mine, but still... ).
After all, I see no reason to ignore them when they can help me improve whatever I currently do, and save me from creating something which isn't good (whatever that means).
[EDIT: Ignore the ugly cursor in the screenshots. They are obviously not made for this resolution).
Posted on 2004-06-23 00:14:35 (last edited on 2004-06-23 00:16:59)
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arias
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Quote:Originally posted by Alex
Quote:Originally posted by arias
It's not often that I see people who're willing to listen to others.
Hey! I hope that's not a subtle dig at me... ;)
Of course not, why would I accuse you of such a thing despite the fact that Midsummer may take another decade or so before it's released? Of COURSE not. *cough*..
I'm just kidding ;) It's just that being a long time lurker in some online artist communities, I see people plugging their art and there's SO much refrain on giving cutting comments and critiques, as well as an extreme amount of ego on the artist's part, where he/she takes things too personally and does not see holistic, long term growth as the true aim. Ah fuck those fuckers.
You alex, on the other hand, are just plain hopeless. :D~
Posted on 2004-06-23 03:10:40
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Buckermann
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A quick status report:
Found some extremly neat creature icons.
Maps larger than the screen are now supported.
More bugfixing.
But before I release the next version, I first have to write at least a preliminary implementation guide.
Just in case you are wondering how the TaBu BS looks in 640x480, here are two screenshots:
Posted on 2004-06-26 06:52:52
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mcgrue
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Buckermann:
You are a great golden god. That is all.
Posted on 2004-06-26 07:22:00
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RageCage
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the contrast on those bricks make me feel dizzy @_@
I'm liking how your game is comin together though ^_^
Posted on 2004-06-26 08:03:41 (last edited on 2004-06-26 08:04:18)
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