fixed something MAJOUR

Content and general development discussion, including quest scripts and server code. TMW Classic is a project comprising the Legacy tmwAthena server & the designated improved engine server based on evolHercules.


Forum rules

This forum houses many years of development, tracing back to some of the earliest posts that exist on the board.

Its current use is for the continued development of the server and game it has always served: TMW Classic.

_MeLo_
Peon
Peon
Posts: 45
Joined: 17 Jul 2005, 02:38

fixed something MAJOUR

Post by _MeLo_ »

Image The New One

Image Old One

lets c if u can spot the difference???
User avatar
ktm
Novice
Novice
Posts: 201
Joined: 14 Jul 2005, 09:24
Location: Vokietija

Post by ktm »

i think you forgot an alpha channel somewhere.
User avatar
Modanung
Grand Knight
Grand Knight
Posts: 1719
Joined: 20 May 2005, 15:51
Location: Groningen, The Netherlands
Contact:

Post 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. :)
If you're looking for 3D FOSS games be sure to check out LucKey Productions on itch.io
User avatar
Bjørn
Manasource
Manasource
Posts: 1438
Joined: 09 Dec 2004, 18:50
Location: North Rhine-Westphalia, Germany
Contact:

Post 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.
User avatar
Modanung
Grand Knight
Grand Knight
Posts: 1719
Joined: 20 May 2005, 15:51
Location: Groningen, The Netherlands
Contact:

Post by Modanung »

I never said it was good... I said it was better. :P
If you're looking for 3D FOSS games be sure to check out LucKey Productions on itch.io
User avatar
Rotonen
TMW Adviser
TMW Adviser
Posts: 3154
Joined: 08 Sep 2004, 19:48
Location: Bern, Switzerland

Post by Rotonen »

Don't be discouraged by these fellows, do a version 3! :twisted:
This message used to be meaningful.
User avatar
Ultim
Novice
Novice
Posts: 230
Joined: 02 Jul 2005, 07:20
Location: USA
Contact:

Post 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.
User avatar
ElvenProgrammer
Founder
Founder
Posts: 2526
Joined: 13 Apr 2004, 19:11
Location: Italy
Contact:

Post 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)
User avatar
Rotonen
TMW Adviser
TMW Adviser
Posts: 3154
Joined: 08 Sep 2004, 19:48
Location: Bern, Switzerland

Post by Rotonen »

For now I like the one in the bottom middle segment of the 3x4 area.
This message used to be meaningful.
User avatar
ktm
Novice
Novice
Posts: 201
Joined: 14 Jul 2005, 09:24
Location: Vokietija

Post 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.
User avatar
Talaroc
Warrior
Warrior
Posts: 429
Joined: 10 Feb 2005, 04:23
Location: The Frozen North

Post 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.
User avatar
Ultim
Novice
Novice
Posts: 230
Joined: 02 Jul 2005, 07:20
Location: USA
Contact:

Post by Ultim »

Choices, choices, choices! The players will love more choices. Give them lots to choose from.
User avatar
maci
Knight
Knight
Posts: 507
Joined: 05 Dec 2004, 20:01
Location: Germany
Contact:

Post 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
ElvenProgrammer wrote:Maci: don't be rude, we're here to help people ;)
User avatar
ElvenProgrammer
Founder
Founder
Posts: 2526
Joined: 13 Apr 2004, 19:11
Location: Italy
Contact:

Post 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...
xand
Novice
Novice
Posts: 95
Joined: 19 Jul 2005, 18:08

Post 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*
Post Reply