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Posted: Sun Sep 06, 2009 5:57 am
by Newbie Newtype
TMC> hmm, that's right, I already added the general bitset
<TMC> but I proposed on the mailing list that we not add more such commands
<TMC> and instead add a generic "set general bitset" command and some constants
Posted: Sun Sep 06, 2009 6:11 am
by Bob the Hamster
I added "set dead heroes gain experience"
You will find it in tonight's nightly build.
Newbie Newtype wrote:TMC> hmm, that's right, I already added the general bitset
<TMC> but I proposed on the mailing list that we not add more such commands
<TMC> and instead add a generic "set general bitset" command and some constants
I remember this discussion.
I am still open to changing this, but I think I like having a separate commands for the ones that are actually useful, and ignoring the ones that aren't. I Don't see any downside to having separate wrapper functions for these, and I think
Code: Select all
set dead heroes gain experience(true)
reads better than
Code: Select all
set general bitset(genbit:dead heroes gain experience, true)
Posted: Tue Sep 08, 2009 10:41 pm
by Newbie Newtype
Since people asked (screenshot uploaded with JSH's permission):
Not complete yet, but should give a general idea of what it'll look like.
Posted: Tue Sep 08, 2009 10:50 pm
by Momoka
That is really really nice.
I like the colors.
Posted: Tue Sep 08, 2009 11:25 pm
by Mogri
Yeah, looks good. One thing bugs me, though: the shadows are completely wrong, and the color of the shadowed wall looks like completely different material than the rest of the wall. I'd rather see no shadows than weird shadows.
Also, I hope that's a mockup because that is a really weird layout. Trashcans at the table?
Posted: Tue Sep 08, 2009 11:33 pm
by Bob the Hamster
I *love* the four-poster hammocks.
Posted: Tue Sep 08, 2009 11:57 pm
by JSH357
Mogri wrote:Yeah, looks good. One thing bugs me, though: the shadows are completely wrong, and the color of the shadowed wall looks like completely different material than the rest of the wall. I'd rather see no shadows than weird shadows.
Also, I hope that's a mockup because that is a really weird layout. Trashcans at the table?
The trash cans were filler I put in the room during testing. We'll want to vary things up eventually, but they definitely need to be smaller at least.
Posted: Wed Sep 09, 2009 12:00 am
by Delfino
The graphics are good, but very brown.
the cube headed fellow is quite attractive.
Posted: Wed Sep 09, 2009 12:06 am
by Newbie Newtype
I removed the shadowing on the walls, but for the most part most shadowing stuff will remain unchanged because I'd rather work on new stuff (or making the hammocks less crappy). The wall thickness increased.
And gosh dangit, I like the trashcans too much to make them smaller.
but very brown.
Intentional for the setting. Other places won't be as brown/yellow.
the cube headed fellow is quite attractive.
He gets that a lot. Quite popular with the ladies, I would say.
Posted: Wed Sep 09, 2009 1:43 am
by Nathan Karr
Yeah, everyone should be a blockhead like me.
Posted: Wed Sep 09, 2009 4:01 pm
by FnrrfYgmSchnish
Nice maptiles! They kind of remind me of a game I've seen before, but I can't quite remember which one it is I'm thinking of... they do look somewhat familiar, though.
Also, I don't see anything weird about having trashcans beside tables; it's a pretty common thing for people who do a lot of paperwork and don't want to walk halfway across the room to throw stuff away. Though they do look a little bit big.
The shaded walls do look a bit off, though; I'm thinking it's the lack of green. All the other walls have some green mixed in, but the shaded ones are all brown.
Posted: Wed Sep 09, 2009 8:10 pm
by Blue Train
Very interesting, did you use the ohr default master palette for this?
Posted: Thu Sep 10, 2009 1:19 am
by Momoka
FnrrfYgmSchnish wrote:
Also, I don't see anything weird about having trashcans beside tables; it's a pretty common thing for people who do a lot of paperwork and don't want to walk halfway across the room to throw stuff away. Though they do look a little bit big.
You have to go around them to get to the table, though.
Posted: Thu Sep 10, 2009 3:00 am
by Newbie Newtype
Very interesting, did you use the ohr default master palette for this?
No.
Posted: Thu Sep 10, 2009 4:56 am
by msw188
Wait, I honestly don't understand. Is this a house without a roof? Otherwise why are there shadows on the inside? What are the outer brown tiles? Dead grass? Shouldn't top right corners be 'slanted'?
I'll add with James that the hammocks look, I think, really darn cool, and the only thing I could think of to do with them would be to try to make them seem a little smaller. The garbage cans ARE cool, but it'll probably look a little funny if they look taller than the characters. Not a big deal, really.
I don't want to sound like I'm telling you what to do with your graphics. They look way better than anything I could do. I'm just suggesting along with Mogri that you just get rid of the shadows altogether. Shadows for objects are maybe okay, but shadows for walls, unless you want to take the time to be extra careful and consistent with them, I feel are not a good idea. It doesn't help that characters aren't gonna be shaded when they walk there (or are they? That would be a lot of work for a seemingly minor detail).