P.U.R.E. 0.55
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Re: P.U.R.E. 0.55
I'd also say don't show anything that's not at 100%, just like the healthbars widget.
Re: P.U.R.E. 0.55
Well, the way it works right now is that it doesn't show anything at all, if any important values aren't above / below threshold values. So you'd see a little billboard with different values, and it'd be black if that value is not changing, basically.
One thing I guess I could do, though, is instead of having exactly one background, where it's wasting space a lot, I could have small "modules". It'd be a lot like the Healthbars approach, but with a different presentation, basically. Lemme try that tonight, after I get done with IRL, I think that that would work all right, and it wouldn't require any huge change to the logic.
One thing I guess I could do, though, is instead of having exactly one background, where it's wasting space a lot, I could have small "modules". It'd be a lot like the Healthbars approach, but with a different presentation, basically. Lemme try that tonight, after I get done with IRL, I think that that would work all right, and it wouldn't require any huge change to the logic.
Re: P.U.R.E. 0.55
All righty... here we go: lost the useless text, it stacks, it resizes dynamically with camera distance from the ground, it has color coding, and it uses less space. Oh, and it's been "modularized", so that I could add arbitrary stuff to the stack very easily. It was already pretty close, just had to clean up a couple of very minor things.
Close-up, click to see at full resolution.
Zoomed way out, it shrinks but is still visible. That's as small as it gets, so if you're zoomed way, way, way out, you'll see what's happening, gameplay-wise.
Close-up, click to see at full resolution.
Zoomed way out, it shrinks but is still visible. That's as small as it gets, so if you're zoomed way, way, way out, you'll see what's happening, gameplay-wise.
Last edited by Argh on 30 Aug 2008, 03:29, edited 1 time in total.
Re: P.U.R.E. 0.55
Much nicer. Any idea of when we might see this opened up?
Re: P.U.R.E. 0.55
In terms of release dates... I dunno. I'd like to say, "soon", but it really depends on how long the Spring engine takes to get fixed up, given it's current state.
Re: P.U.R.E. 0.55
You are starting to spark my interest lobe of my brain.
- clumsy_culhane
- Posts: 370
- Joined: 30 Jul 2007, 10:27
Re: P.U.R.E. 0.55
P.U.R.E is looking awesome, although im not too happy about that smoke effect.. looks very sprit-ish and repitive.. ?
Re: P.U.R.E. 0.55
now we're talking, this looks sweeeet.
Re: P.U.R.E. 0.55
there needs to be walls, (don't know if you got them or not).
there kinda pointless time wasters, but fun to build and look cool.
there kinda pointless time wasters, but fun to build and look cool.
Re: P.U.R.E. 0.55
About the box images, I think it looks bad having the 1px line black borders.
Re: P.U.R.E. 0.55
I tried that both ways- looks better with the stark contrast there.About the box images, I think it looks bad having the 1px line black borders.
It's all right, in motion. My main complaint is the CPU cost of throwing lots of particles around. However, even on low-end systems, it'll be all right.im not too happy about that smoke effect.. looks very sprit-ish and repitive.. ?
Should do a Lua hack of some new things I learned how to do, to make a more elegant solution, but I'm busy with stuff that's more important at the moment.
Well... hmm. We can have walls that actually work right, now- i.e., they can have box collision zones. Might actually be worth doing. I'll think about that, maybe put it on the list of things to do when the punch-list is done.there needs to be walls, (don't know if you got them or not).
there kinda pointless time wasters, but fun to build and look cool.
If you're asking whether it's like NanoBlobs, the answer is no, it's not like NanoBlobs. Anything else gets into arbitrary definitions of what "spammy" means, frankly. Are units free? No. Can you make a lot of them? Absolutely. Will you make a lot of them? Depends on the map and the players.Will pure be spammy?
Re: P.U.R.E. 0.55
Got bored today, did this for fun.
Don't read anything deep into it, this was just a screwing-around thing- I'm entitled to actually have fun once in awhile, I think. I reworked the old NB Strider as a quickie project, since I haven't skinned anything for a bit, wanted to do a refresher. Thought it'd be fun to share the results, though:
Put it into NB after I did IRL stuff. It's amazing how crude that game looks, two years later, but then I think about how much was new, and how fast I was going, and how little I even bothered worrying about Quality, since it was a thought experiment that mushroomed anyhow... and I get over it
Don't read anything deep into it, this was just a screwing-around thing- I'm entitled to actually have fun once in awhile, I think. I reworked the old NB Strider as a quickie project, since I haven't skinned anything for a bit, wanted to do a refresher. Thought it'd be fun to share the results, though:
Put it into NB after I did IRL stuff. It's amazing how crude that game looks, two years later, but then I think about how much was new, and how fast I was going, and how little I even bothered worrying about Quality, since it was a thought experiment that mushroomed anyhow... and I get over it
Re: P.U.R.E. 0.55
I like that.
Regarding the changes to your bars, I noticed this in other games and found I had to figure out the mapping from colour - action for some colours, its not always obvious, health for example is an easy mapping to figure out but the others aren't.
So perhaps when the bars are close enough the symbols can fade out to reveal icons in order to speed up the process. Or perhaps they can be put into the gem icons so that they're visible when close up but aren't noticeable far away where they would be too small but you can still tell due to the colour?
Jks widget sort of had the problem but doesn't Jk put the name of the bar inside the bar itself?
Regarding the changes to your bars, I noticed this in other games and found I had to figure out the mapping from colour - action for some colours, its not always obvious, health for example is an easy mapping to figure out but the others aren't.
So perhaps when the bars are close enough the symbols can fade out to reveal icons in order to speed up the process. Or perhaps they can be put into the gem icons so that they're visible when close up but aren't noticeable far away where they would be too small but you can still tell due to the colour?
Jks widget sort of had the problem but doesn't Jk put the name of the bar inside the bar itself?
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
Re: P.U.R.E. 0.55
Agreed AF.
If i dont know what the bar represents, it may as well not be there.
If i dont know what the bar represents, it may as well not be there.
- clericvash
- Posts: 1394
- Joined: 05 Oct 2004, 01:05
Re: P.U.R.E. 0.55
My thoughts exactly.Pressure Line wrote: If i dont know what the bar represents, it may as well not be there.
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
Re: P.U.R.E. 0.55
obviously, as a new PURE player im not going to instantly know everything, but something like what status bars mean needs to be really obvious.
Re: P.U.R.E. 0.55
Argh wrote:Got bored today, did this for fun.
Don't read anything deep into it, this was just a screwing-around thing- I'm entitled to actually have fun once in awhile, I think. I reworked the old NB Strider as a quickie project, since I haven't skinned anything for a bit, wanted to do a refresher. Thought it'd be fun to share the results, though:
mmm i remember that little model of mine, glad to see the remake getting used again. Looks awesome!
- FrOzEnTaCo
- Posts: 81
- Joined: 02 Jul 2008, 05:52
Re:
Guessmyname wrote:Um, Argh? You might want to change the title:
Purify, Expand, Reclaim, Exterminate abbreviates to PERE, not PURE
pure sounds better then pere imo so -1
Re: P.U.R.E. 0.55
I thought he'd just made a Freudian slip and it was supposed to be Unify?