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Messages - Zizka
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11
Pixel Art / Re: Combat U.I.
« on: March 24, 2020, 11:27:08 pm »
Not sure why I keep posting but I've never been one to quit  :lol:. This is pretty much the final version unless someone comments otherwise.


12
Pixel Art / Re: Combat U.I.
« on: March 18, 2020, 07:39:56 pm »

13
Pixel Art / Re: Combat U.I.
« on: March 16, 2020, 07:55:52 pm »
Alright after hours pushing things around I finally managed to have the book take the whole area:


There's still a lot of space management to deal with. The picture in the frame on the right page is not really something would show up as I'd have the camera centered on the player, which means empty space wouldn't show as much.

The challenge at the moment is to make everything fit nicely on the left page. I have room, I just need to figure out how to occupy that space efficiently.

14
Pixel Art / Re: Combat U.I.
« on: March 15, 2020, 05:23:39 pm »
So I've been playing around giving more room to the book again with perhaps the intention of having the upper part somehow integrated in the book if I can find a way how.


For the dice score bar, this is about the smallest it can get if I want to use dice which actually represent something. There's still too much empty space and the book isn't centered but let's say if we can optimize this.

15
Pixel Art / Re: Combat U.I.
« on: March 14, 2020, 08:33:26 pm »
I've tried to play around the dice symbol in the meter. I got some space free but the issue is with the straight result. I've tried a color code but it doesn't really work all that well. I would need to put numbers on the dice but at that size it's difficult to manage.



And this is my best shot at the moment:


16
Pixel Art / Re: Combat U.I.
« on: March 13, 2020, 08:42:42 pm »
Alright so here's the new version with the various fixes. I graduated each section from 1 to 6 for the dice.


17
Pixel Art / Re: Combat U.I.
« on: March 13, 2020, 07:02:22 pm »
Quote
Have you looked at the code? If it was done by a programmer worth paying, the ratio/sizing should be in there as variables you can tweak. If not, I could try taking a look at it for you, maybe I can figure it out and make it easier to edit for you. No one deserves to be beholden to such silly limitations xP
Ok but I would ask him first. How would you make the map part of the book? How would you make it so that it respects the book theme and isn't just a random image there? Also, that image should always be visible to the player which means a page would always have the map part on it every time you change pages? Don't get me wrong, having the whole concept unified as a book would be great. I just don't see how to do it.

Quote
It's not anything specific I find overwhelming, the whole thing is just full of information, most of which means nothing to me. You need to reduce the information displayed simultaneously, I think.
(To be fair, this latest go is much easier to understand since it's just
Since it's just...? I think part of your sentence is missing. But either way, at least it's easier to understand.

The top part doesn't really serve much purpose really. It's just a visual representation of what's written in the text adventure.

I'll submit a new version with your suggestions. I like the idea of a scale but the problem is the following:
With such small icons, how do you represent a straight? I have no clue. Like you said, maybe if I can make the icons just a bit bigger I could cram it in.

18
Pixel Art / Re: Combat U.I.
« on: March 11, 2020, 08:24:35 pm »
Hello eishiya, I'm glad you dropped by.

The screen ratio is set in stone as it is. It's already coded in and paid for. If I had known before I could've included the background into the book but not it's too late as my funds are limited. I'll have to make the best out of the situation and turn it to my advantage. I might've been a mistake on my part but now I can only go forward.\

The score sheet is necessary for the player what he needs to beat dice wise. For instance, notice the spider is at "two pairs" and the player is at "straight", this means the player will win the round. Without a score page, players would need to remember what beats what and it'd be messy.

Can you point out what you find convoluted about the design so that I can fix it?

The opponent rolls first, this is done automatically by the U.I. The enemy dice roll result is displayed on the right. This tells the player what he needs to roll to beat the enemy.

Once the player has rolled his turn, he/she gets the chance to pick and re-roll any dice. This is a risk/reward feature. If you're already winning the round, that's it, you won, no need to re-roll. I'm thinking of having the player win automatically in that case.

If your score is lower than the opponent, you have the opportunity to spend energy (the bolts) to re-roll the dice. You can then have a second chance at beating the opponent.

I thought it I was getting the information across with the current design but I've been re-designing this over a dozen times so I know it really well which influences my perspective on things. I'm too involved to be objective which is why comments from other people is necessary to me and why I'm repeatedly redesigning and asking for feedback.

At the moment the design isn't good. I don't like it. It looks amateur and it's not good enough for me. I need help to manage my space more efficiently so it looks pro before coding. If I mess up in my design I'll end up wasting more of my very limited financial resources. So I really need help about this.

19
Pixel Art / Re: Combat U.I.
« on: March 09, 2020, 07:45:10 pm »
So I've ditched the symbolic dice and reverted to numbers. The reason being that it was getting too complicated to design and I wasn't getting any help so I decided to scrap the concept. Oh well, it happens. So a new screenshot once again we a new design. This time it's simple, whoever has the highest score wins the round. The loser loses a heart. When all hearts are lost, the enemy is slain or the player has lost. So again, comments on the artistry would be helpful and appreciated.


20
Pixel Art / Re: How to make wall and floor textures
« on: March 03, 2020, 06:35:32 pm »


4th attempt

Most modifications based on edit.

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