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WhiteTreePaladin

WFG Retired
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Everything posted by WhiteTreePaladin

  1. Anti-aliasing is probably set in your manufacturer's graphics card settings program.
  2. What I meant was that it hasn't been implemented yet. It might not be hard, just haven't looked at it. (Could potentially be as simple as some sprite settings.)
  3. I like that idea, but we would really need a new way to do the buttons otherwise we would lose all feedback (highlights and presses).
  4. Images must be powers of two. I extended the images up to the nearest power of two. Then I "carved" out the actual image when it is used which is seven high as you said. However, it is then stretched to ten high. I can make it appear as actual size, but seven seemed small. If you could round things close to a power of two up to a power of two, that would make things a lot easier. Unless of course it's critical to the design to have seven instead of eight.
  5. I don't mind a horizontal or a vertical experience bar, but there are some complications with a vertical one. For one, I would need a new shading graphic. Also, I don't know how to lay it out. The mockup shows the rank icon pushed to the side of it. This interferes with the unit portrait more. When the unit reaches the highest rank, the experience bar disappears, leaving the rank icon stuck out there. A horizontal bar doesn't have those problems. I've left it horizontal for now. If it is to be vertical, then we need to figure what's best.
  6. Where are those new bar shaders? I didn't seem them in the PSD. [edit] Never mind, I think I found them in a different file.
  7. Flickering shadows when rotating the camera has been an issue for a long time. [edit] Really like the tree animations! It's a bit more windy than most maps would need, but I guess you can configure that. It really does make the shadows look bad. If that can't be helped, then perhaps tree shadows could be made static, although that's less than ideal.
  8. I don't think Michael intended it to have a stone background. We don't want it all to match too much.
  9. It's equivalent to unit breathing / idle animation; subtle, but it makes the game seem more real and less static.
  10. AoK showed attack / armor at all times. I think it's going to look a bit odd with just the attack/armor icon in the right (considering that the resource icon will very rarely be seen). It's not hard to do, just seems wasteful. I'll take a look at implementing this on Saturday as I probably won't get to it before then. Final version? http://www.wildfireg...140#entry241952 @Michael Provide me with a transparent shadow that I can overlay. [edit] Looking at the bevels, looks like one might be enough. I don't think the stretching would be noticeable since there's no "scratches" or other details to mess up.
  11. Why so much emphasis on the carried resources? I care a lot more about the attack and armor stats than that. How often do you glance at attack stats vs carried resources? I agree it looks cleaner, but it shows nothing more than before. I thought people were complaining about having to hover over the attack / armor icon? Why don't we just put the resource icon on the right without the text or maybe on top of the unit icon? How often would players hover over resource icon? I'm really confused right now. If it's really what you all want, ok. I just thought the goal was to show more stats.
  12. Just a quick note: I can only use the ingame fonts, so if you want new ones, you'll have to get Philip or someone to add them. The current fonts we have are found in the fonts folder in public mods.
  13. Looking at AoE3 and BFME2, I really do miss the animated trees. It adds a lot to the feel.
  14. Barter section is already fixed. I did that yesterday. Also, I'd really rather not have two interfaces at this point, so let's figure out what we want. Multiple interfaces might be nice at some point though.
  15. Didn't know there was another texture for bars -where is it? I don't like the icons for attack and armor. I tried to do that but they always looked bad that small. When I made them larger, it looked like they were crammed in there. I like the civ icon though, shouldn't be hard. I don't mind the resources on top of the icon, but if we're doing that simply because the unit names are too long then I think our unit names are too long.
  16. @Geek377: Not easily. Anyway, it's just a trial. We can go back to a centered version or even something else. Some people wanted to see a split one and I obliged. I don't really care that much anymore.
  17. Ok, split the GUI out to the corners. See if you like it. I moved the barter section down a bit to avoid the overlap, but citizen soldiers with really long specific names will still overlap the resources carried. (My suggestion is to shorten all of those cases... )
  18. @Pureon: I forgot about the barter buttons, so I'll need to take a look at that later. (The barter icons are larger than the formation / garrison icons.) @Thorfinn: Crush could be a rams head if that makes sense. (I'd probably do an axe for hack and a bow and arrow or a spear for pierce.) The main issue is space though. We barely have room for even the tiny letters. (Imagine 999H, 999P, 999C.) Images might be even more tight or too small to see effectively.
  19. I've found that the units with the longest names tend to not be citizen soldiers. (I could have missed some though.) Fixed the stamina, which means it should show up automatically when it's implemented (but it's not visible for now).
  20. Ok, updated. It's not exactly the same, so let me know what needs fixing.
  21. I'm making it work right now, so do let me know of any changes as soon as you can.
  22. Really don't think that's going to work well considering it provides no flexibility whatsoever, but I'll use it anyway I guess. (Just to explain: as an artist you'd want the original with layers if you have to edit. As a programmer, it's nice having separate pieces to move things around, update to new fonts, etc. If you're one hundred percent satisfied with everything, then it doesn't matter as much.
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