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Working on Fullscreen systems

Discussion in 'Blades 'n Gore II' started by Kitabatake, May 31, 2013.

  1. Kitabatake

    Kitabatake

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    More progress:
    [​IMG]

    Now the character platforms have an offline/online indicator to show which characters belong to players and which belong to bots.
    Also the "slider buttons" have now been mostly triggered.

    Now I'll need good in-game texture symbols for "kill limit", "lives", "time limit" and "bot count".
    They can be icons or parts of other textures since they will be used in a model.

    So far the best suggestions are:
    Kill limit: Sacrifice ability icon
    Lives: Resurrection ability icon
    Time limit: Bnet tournament clock texture
    Bots: Engineering upgrade icon

    Let me know if you got better suggestions!
     
  2. Aeroblyctos

    Aeroblyctos

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    Those small icons looks ugly. Too much details on too small things.
     
  3. Kitabatake

    Kitabatake

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    Small steps towards completion:
    [​IMG]
    There's now icons to indicate bot threshold, kill limit, life limit and time limit buttons.
    Also, dummy items have been added to provide mouse-over tooltips to those icons (thanks to phunmung5173 for the suggestion).

    ...and your suggestion is?

    But yeah, it is true that the buttons are a bit obscure at the moment.
    However, I don't see an easy fix for this.
    1. Increasing button size would probably end up consuming too much space (and the icons aren't very informative to begin with).
    2. Mouse-over tooltips from dummy items cannot be used since the buttons themselves need to be clickable (the item would block the click and item selection cannot be detected as far as I know).
    3. Writing descriptions or button names with floating texts next to them would work, but I believe it would look quite ugly.

    If anybody has suggestions to this problem, let me know!
     
  4. Hell_Master

    Hell_Master

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    Not really that major suggestion but you should take the selections into the middle because the left part looks too occupied and also the right looks empty. But if there will be more options to the empty areas, disregard this.
     
  5. Aeroblyctos

    Aeroblyctos

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    Bigger is my suggestion. Should be a clear thing.
     
  6. Doomlord

    Doomlord

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    I think you can use text tags to display texts instead of floating texts. Text tags are written on the ground, which is best for fullscreen systems imho.

    Sorry if my suggestion was a repeat of someone else's. I didn't browse the entire thread.
     
  7. Kitabatake

    Kitabatake

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    Thanks for the suggestions.

    Minor layout related issues will be fixed when the system is ready.
    I'm currently focusing on the buttons and functionality.
    Well, it would only consume more space.
    The button icons themselves are trivial and uninformative so I don't really see any reason to allocate excessive amounts of screen space for them.
    Those are the exact same thing.
    I'd rather avoid using it since the actual quality of the text is quite poor.
     
  8. Doomlord

    Doomlord

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    I am sorry then. How about creating buttons with texts included below them? That way the button and text will be counted as one trackable only. And since the text is created by a separate program, it can be anything you want.
     
  9. Kitabatake

    Kitabatake

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    Progress is slow but steady!
    [​IMG]
    Modeled, animated and added "info"-buttons next to the game mode buttons.
    Also replaced the engineering upgrade icon with AI icon as I think it fits better to depict the bot threshold setting.

    They are basically dummy items that work like this:
    [​IMG]
    Mouse-over will display the name and clicking them will show a short description at the bottom center of the interface (as seen in the first screenshot).



    I don't use any trackables because I find them too clunky.
     
  10. Almia

    Almia

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    I suggest using a CustomBar model will be nice. Esp. those of JesusHipster?
    Also, the GameMode is too far from the map selection.
     
  11. Kitabatake

    Kitabatake

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    Hmm? For what purpose?

    Yes yes...
    I believe I've said it for seven times already that the layout will be fixed when the buttons and functionality are done.

    Game modes and modifiers will all be represented with the hexagonal buttons but I haven't decided on the game area buttons yet.
    They might remain rectangular as they are now. I'll probably improve the button model a bit though.
    Also gotta add a preview button there for the terrains.
     
  12. Almia

    Almia

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    for the CustomBar,that one beside the Map Selection
     
  13. Kitabatake

    Kitabatake

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    Won't work.
     
  14. Almia

    Almia

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    Really? Hmmm, I think I'll have to stick with the default of this interface.
     
  15. Kitabatake

    Kitabatake

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    Some progress:
    [​IMG]
    A basic "Ready"-button has been modeled and included now.
    I might create some small elements around that button to indicate which players are ready.
    Also, the area selection buttons have been remade and the whole system has been triggered a bit further towards completion.


    Reminder: it is still a work in progress and all the elements will be put into place after the whole system is ready.
    (So don't bother with position/layout related comments at this stage, thanks.)
     
  16. Almia

    Almia

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    Why aren't you using trackables?
     
  17. Aeroblyctos

    Aeroblyctos

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    That thumb icon is good size but still those icons at the left are too small.

    But I wonder, is this truly worth it? I mean the game already works, why waste months for this if this doesn't improve the game much at all. I don't get it.
     
  18. Kitabatake

    Kitabatake

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    They are not versatile enough for my purposes.
    Hmm yeah, I could slightly increase the game mode button sizes.

    But of course you don't get it.
    You develop maps for the sake of uploading them.
    I develop maps for the sake of experimenting and developing new stuff.

    My goal is not to "finish" BnG II.
    My goal is to find new ways to improve BnG II.
     
  19. Hell_Master

    Hell_Master

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    I like your goal very much Kita. Well thought and here is my suggestion, I ont know if this is already suggested but maybe you should make a preview of the Places when they are clicked because starters dont know the areas yet and you dont expect them to discover themselves by playing it many times...lol!
     
  20. Aeroblyctos

    Aeroblyctos

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    But is that really new 'stuff'?

    And you're wrong thinking I create map just to upload them to internet. Besides, why even talk about my resources in a topic like this. You're going too personal right here, right now.