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fixed something MAJOUR

Posted: 13 Sep 2005, 22:03
by _MeLo_
Image The New One

Image Old One

lets c if u can spot the difference???

Posted: 14 Sep 2005, 14:09
by ktm
i think you forgot an alpha channel somewhere.

Posted: 14 Sep 2005, 16:42
by Modanung
I think your version would fit better in a future/sci-fi game... the current one looks more handdrawn/medievil.
So I prefer what we have now... but feel free to use your own targetpointer. :)

Posted: 14 Sep 2005, 21:49
by Bjørn
Well I agree we need a new one as the currently used one is my quick and dirty programmer art that I drew mainly to show the concept (you flatter me, Modanung :)). I don't think this new one is an improvement though.

Posted: 15 Sep 2005, 15:54
by Modanung
I never said it was good... I said it was better. :P

Posted: 15 Sep 2005, 21:34
by Rotonen
Don't be discouraged by these fellows, do a version 3! :twisted:

Posted: 16 Sep 2005, 04:37
by Ultim
Ultim plays around.

Image

Pick the one you like or mix-n-match. Or let the players be able to choose from all of them. Or completely reject them, tar and feather me, and send me out of town on a rail. Your choice.

Posted: 16 Sep 2005, 08:52
by ElvenProgrammer
Ultim, this is not a paint program :lol: Why we should need a pencil? :wink:

Anyway my idea was of having a ground target, something that stands below monsters, this is what i quickly made when testing a way to target monsters from the distance with keyboard.

Image
One for target and one for auto-target
(Maybe they could be also animated)

Posted: 16 Sep 2005, 11:25
by Rotonen
For now I like the one in the bottom middle segment of the 3x4 area.

Posted: 16 Sep 2005, 13:58
by ktm
i like the current one, but how about custom ones per weapon class (bow -> arrow, sword/dagger/knife -> blade, spells -> sparkles)? as for the ground targeting, i'd say keep em as simple as possible (just a circle). or how about an outline around the target, this'd also make things clearer which one is targeted if two different monsters are on the same tile.

Posted: 16 Sep 2005, 15:37
by Talaroc
Aesthetically, I like Elven's idea the best. It would be really easy to animate, too.

On the other hand, ktm's outline idea is probably the best thus far for gameplay, to keep things from getting confusing. I would also ask that, if we do go with that idea, the outline show through other sprites (like castle walls or player sprites), perhaps with 50% transparency. Playtesting at the moment, it's annoying to try and target and attack a monster when they're right above me or wander behind other sprites.

Posted: 17 Sep 2005, 03:13
by Ultim
Choices, choices, choices! The players will love more choices. Give them lots to choose from.

Posted: 17 Sep 2005, 06:25
by maci
elven i love yours alot .. one for physical attack one for magic attack targeting.. and if they would otate under the eney it would be even cooler

Posted: 17 Sep 2005, 07:32
by ElvenProgrammer
Ultim wrote:Choices, choices, choices! The players will love more choices. Give them lots to choose from.
Probably the target will change according to the gui skin...
maci wrote:elven i love yours alot .. one for physical attack one for magic attack targeting.. and if they would otate under the eney it would be even cooler
Maybe rotating will create a lot of confusion...

Posted: 17 Sep 2005, 09:52
by xand
Yes Elven's target pointer is really nice !

The only problem could be bigger monsters....

But anyway it has that nice kindof medieval detailed special touch.
I'd really like to see that ingame!

*hopingitcomessooon*