fixed something MAJOUR

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_MeLo_
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fixed something MAJOUR

Post by _MeLo_ » 13 Sep 2005, 23:03

Image The New One

Image Old One

lets c if u can spot the difference???
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ktm
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Post by ktm » 14 Sep 2005, 15:09

i think you forgot an alpha channel somewhere.
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Modanung
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Post by Modanung » 14 Sep 2005, 17:42

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
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Post by Bjørn » 14 Sep 2005, 22:49

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.
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Post by Modanung » 15 Sep 2005, 16:54

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
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Post by Rotonen » 15 Sep 2005, 22:34

Don't be discouraged by these fellows, do a version 3! :twisted:
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Post by Ultim » 16 Sep 2005, 05:37

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.
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Post by ElvenProgrammer » 16 Sep 2005, 09:52

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)
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Post by Rotonen » 16 Sep 2005, 12:25

For now I like the one in the bottom middle segment of the 3x4 area.
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Post by ktm » 16 Sep 2005, 14:58

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.
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Post by Talaroc » 16 Sep 2005, 16:37

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.
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Post by Ultim » 17 Sep 2005, 04:13

Choices, choices, choices! The players will love more choices. Give them lots to choose from.
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Post by maci » 17 Sep 2005, 07:25

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 ;)
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Post by ElvenProgrammer » 17 Sep 2005, 08:32

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...
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Post by xand » 17 Sep 2005, 10:52

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*
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