![](https://wildfiregames.com/forum/uploads/set_resources_1/84c1e40ea0e759e3f1505eb1788ddf3c_pattern.png)
Pureon
-
Posts
3.858 -
Joined
-
Last visited
-
Days Won
83
Posts posted by Pureon
-
-
That is one of Pureon's screenshots from the GUI thread: http://www.wildfireg...=60#entry241554
Maybe he can chime as to whether AA was on.
AA was probably on. I can't be sure.
-
Good start. How big is the map?
-
Enjoy your stay
-
Like historic_bruno and others have said, my preference would be to stick to the center layout for now.
-
The portrait can't stick out that far left, it covers too much of the left panel - see market barter buttons.
-
We will not be releasing the Mauryan civ in 4-5 weeks, it will need a lot longer than that. Progress with architecture hasn't really got much further than this:
And it wouldn't be a Mauryan civ without elephants, and those need to be completely redesigned and animated which will take a long time. We are looking for an experienced Blender skeletal animator to help us out.
-
Excellent work Brian - works very well!
The unit portrait covers the bartering buttons, so that will need tweaking
-
I'd like the AIs to be implemented without cheating as far as possible before adding cheating ones for better players
. The non cheating ones could be OK for medium difficulty if done well.
My thinking is we should add Hard difficulty cheating AIs as soon as possible (even if the difference between the non-cheating bot is just a resource multiplier). Otherwise users will start looking for a challenge elsewhere.
-
You know what's best. I'll let others chime in.
-
Brian, here's the 'panel_middle.png' texture file for the GUI layout - it should just replace the existing one, everything's in the right place. Let me know what else you need.
-
I recently installed Alpha 10 on a Windows 7 laptop to see how well it would run, and the mouse cursor disappears in fullscreen, but still works if you can figure out where it is pointing. I know this is also a problem with some other games and Windows 7 too. I mentioned this in the GUI thread, but it seems to have been overlooked.
Try adding this line into a local.cfg file:
nohwcursor = trueHere's more information about creating the local config file: http://trac.wildfiregames.com/wiki/Manual_Settings
-
IMO the player assignment boxes in game setup already look OK on a similar background:
Very true, no need to reinvent anything.
-
Would the sprite use a dds alpha channel similar to player colour on units? I will supply that file if and when it's needed.
Brian do you have Photoshop?
-
Nice work myconid, we're all glad you know what you're doing
-
Thanks again to everyone that's helped out:
Time to ask Brian whether any of this is possible?
-
1
-
-
-
Please add dashinvain to the Art team
'Jubalbraca' should be 'Jubalbarca'
Also we can remove the '*Creator of Jubot - Changeset 9309' and '*Creator of qBot' lines since the section titles already suggest that. (The AI specific sections might not even be needed at all, since we don't distinguish other programming features in this way)
Thanks gudo!
-
And, i dont see the armour/attack stats. Where would that information be shown?
Hover over the unit's icon to see armor and attack stats, as well as other useful stats such as range, LOS, number of kills etc. This way these secondary stats are all in one place, and don't clutter the GUI unnecessarily.
-
Thanks to the guys on IRC who helped out:
It's not final, but hopefully it satisfies some of the concerns people had
-
Looks great!
I still am interested in helping with the strategic map. Perhaps a walkthrough on how to get from a finished 3d model to a graphic on that map would be helpful, unless you feel it already is doomed to fail due to wonderful-exporter Bryce
Why don't you experiment to see if you can export from Bryce and open the file in Blender? Do you use UV mapping in Bryce?
-
To keep it simple Battle music could play after a set number of units have been killed within a minute (maybe 20+). Battle music could end when the battle track ends - even if the battle continues afterwards or nothing is happening - and then back to a generic track.
For animal attacks or smaller skirmishes I'd like to see a visual 'ping' on the minimap to show where the action is taking place. Hearing a special sound each time a unit is attacked may be frustrating, so a visual sign may be better. We should have a keyboard shortcut that shows you where your units are attacking/being attacked - just like we have the idle villager command.
-
Welcome to the community Esp
-
Thanks guys, very helpful!
Here's an update of where I am so far:
Textures and meshes are all experimental and nothing is final! So don't judge me on my modeling skills just yet
-
We are planning to have campaign maps - take a look here
I can't remember if you tried to export a collada file from Bryce and import it into 0 A.D.?
New GUI: Design & Features Discussion
in Game Development & Technical Discussion
Posted
I've sent Brian my PSD file and some other info. Here's the layout we're going with for the central panel:
At the moment we're just going to focus on getting the layout in place, and then once that's done work on creating the emblems and other textures/backgrounds (if needed)