08-15-2017, 10:54 PM
Thank you!
I work quite a bit on my sprite work, and I hope to improve.
I work quite a bit on my sprite work, and I hope to improve.
Non-Named (More debugging)
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08-15-2017, 10:54 PM
Thank you!
I work quite a bit on my sprite work, and I hope to improve. I think this menu is pretty much finished?
The EXP section would look good as a bar, or with a progress bar next to it. I try and have a balance of text vs sprite graphics, so that it doesn't become too boring to look at, so that might just be me. You have a long area of space there so it would be perfect.
You know, like this sort of thing: EXP: [||||||||||------] For quantity you could have any of these formats, potentially: EXP: 14/25 [||||||||||------] EXP: [||||||||||------] 11 EXP: [||||||||||------] next: 11 EXP: [||||||||||------] 14/25 Thanked by: Filler
08-16-2017, 08:04 PM
(This post was last modified: 08-16-2017, 08:14 PM by Filler.
Edit Reason: typo
)
Hmm. So like how it's done in Pokemon?
I actually think that's an amazing idea. Will do so. I might put extra stat information on the detailed section, too. Also, I've been finally putting comments in my code for easier debug, the fact I never did it before this moment is something. Thanked by: Silversea
Added the bar, it resizes dynamically based of party member for smoother visuals. I may resize the bar to be smaller so the text can fit, dunno. Anyways, changes since last revision: ⦁ Overhauled status menu, added bar. ⦁ Added debug comments on pretty much anything if I need to recode stuff. ⦁ Fixed animation glitch on followers when speaking, and ladder climbing. ⦁ Merged all of the followers's scripts into one. ⦁ Fixed NPC scripts, merged 'em into one.
The stat numbers are now animated to add a tiny bit more interactivity to them.
Tiny changes like this make something static seem more polished overall. Related blog post
08-21-2017, 10:17 AM
This improve the UI interactivity a lot, nice animation.
Also, maybe add a gradient for the EXP bar.
08-24-2017, 07:47 AM
What the "see more detail" option does. It just adds the stat gain for next level, and a small snippet of what the text does. Also thinking of possibly killing off the blog, as it has made no impact for attention at all, and only serves minor purpose.
08-26-2017, 01:10 PM
Possibly the final update to this menu, as I want to focus on other things to be polished, now.
08-27-2017, 05:32 AM
WIP of the keybinds. May switch up some stuff.
08-27-2017, 05:43 AM
You're making some great progress on the menus here. Great job at being able to keep at it. One of the big things that's always deterred me from making an RPG game is the complex menus and statistics that are required in the background. It can all seem overwhelming, and messing one thing up can ruin the entire system.
It really is. I kept most of 'em into single, simplified menus so things don't become messy
Someone also noticed "Sepcial attack" (it was like 1-2 AM typing that, don't blame me) as a typo, so I'll fix that soon.
08-27-2017, 10:30 AM
Minor update.
Recently found out all the object data per map is stored in XMLs. The NPC text is allowed to be edited there, meaning a quick edit for whatever you want would be possible pretty much hassle free. On the less brighter side, I deleted the game blog due to lack of relevancy, and overall failure to meet my demand for a 2 week period. Been expanding on character designs for more detail, as I may want to do some more detailed cutscenes with larger sprites (think of cutscenes in NES games like Ninja Gaiden and Blaster Master. Like that) Rather than flooding with new posts, I'll update this one with more character designs. And yes, that's the same character as my avatar. Made a 3D model of it for... reasons. EDIT: Due to my bad hand-writing. I wanna say that the text on the upper-left does not say "bong". It says "Bang" like a hair peak or bang. Got text semi set up for the controls menu. Gonna make the yellow boxes contain the name of the button it's bound to, so I'll have to make it larger to fit the box itself. When multiple keys/buttons are bounded to something, I'll just say "many". Quick edit. I just want to add my motives for game dev stuff have been pretty low. Might just take a break. Thanked by: iyenal
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