Author Topic: Motherload  (Read 52911 times)

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Offline willrandship

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Re: Motherload
« Reply #225 on: April 02, 2011, 01:29:02 pm »
I love it just the way it is. You can see left and right plenty, and Up and Down don't need as much visibility.

Hmm..perfect-grey axiom...

Ashbad

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Re: Motherload
« Reply #226 on: April 02, 2011, 01:30:10 pm »
perfect gray can be obtained without an axiom ^-^ and I think sir's grayscale is well planned out in the renderloop, it looks quite good on emu.
« Last Edit: April 02, 2011, 01:30:47 pm by Ashbad »

SirCmpwn

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Re: Motherload
« Reply #227 on: April 02, 2011, 01:30:15 pm »
I love it just the way it is. You can see left and right plenty, and Up and Down don't need as much visibility.
Thanks!  I'm really satisfied with the quality of the HUD.

Hmm..perfect-grey axiom...
That would be near impossible to do.

perfect gray can be obtained without and axiom ^-^ and I think sir's grayscale is well planned out in the renderloop, it looks quite good on emu.
I DispGraphrr three times in a row to cycle the grayscale before moving on in the loop.
« Last Edit: April 02, 2011, 01:30:56 pm by SirCmpwn »

Offline Deep Toaster

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Re: Motherload
« Reply #228 on: April 02, 2011, 01:31:32 pm »
That looks amazing. The views are perfect, as willrandship said. It's looking a lot like the original game :D




SirCmpwn

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Re: Motherload
« Reply #229 on: April 02, 2011, 01:33:54 pm »
That looks amazing. The views are perfect, as willrandship said. It's looking a lot like the original game :D
Thanks lots!  The HUD is a lot better than the last one, IMHO, but it will require me to make my own text routine and rotate a line to represent the fuel.  The HUD is actually a big spot for inefficiency, so I'm not sure how I'm going to take care of the rotation quickly.  As it is, I pre-render the HUD and store the image of it in memory, then copy it back to the screen each frame.  I don't re-draw it.

Ashbad

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Re: Motherload
« Reply #230 on: April 02, 2011, 01:35:35 pm »
I DispGraphrr three times in a row to cycle the grayscale before moving on in the loop.

I never thought of that idea ^-^ that's actually quite a great idea, now that I think of it :P

Offline Deep Toaster

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Re: Motherload
« Reply #231 on: April 02, 2011, 01:36:31 pm »
But wouldn't that leave one of the cycles on the screen longer than the others?




SirCmpwn

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Re: Motherload
« Reply #232 on: April 02, 2011, 01:47:02 pm »
But wouldn't that leave one of the cycles on the screen longer than the others?
Yes, it does.  However, after lots of testing (I spent a few hour fine-tuning grayscale), the result from this method is the best.  You can see in the demo posted a few pages ago on your own calc, it looks pretty good this way.

Offline leafy

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Re: Motherload
« Reply #233 on: April 02, 2011, 01:48:23 pm »
Hm the HUD is a bit big for my tastes. Is the title motherload really necessary? You could save space by shrinking the fuel gauge a bit and removing that.
Of course, it's your decision.
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SirCmpwn

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Re: Motherload
« Reply #234 on: April 02, 2011, 01:49:15 pm »
Hm the HUD is a bit big for my tastes. Is the title motherload really necessary? You could save space by shrinking the fuel gauge a bit and removing that.
I'll consider it, and perhaps do some more testing, but I kind of like having the title there.  You don't really need too much vertical space on the map to play this game.

Offline leafy

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Re: Motherload
« Reply #235 on: April 02, 2011, 01:51:08 pm »
I was thinking about problems with the final boss fight but now that I think about it it shouldn't be much of a problem.
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SirCmpwn

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Re: Motherload
« Reply #236 on: April 02, 2011, 01:52:17 pm »
I was thinking about problems with the final boss fight but now that I think about it it shouldn't be much of a problem.
With the final boss, I was considering removing most of the HUD, actually.  I'll look more into it once I get that far.  Also, I misspelled "Integrety" on the HUD.

For those of you that don't like the current HUDs size, here are some alternatives.  I kind of like the simulated damage on the "Motherload" text, it adds the impression of wear, so I added it to the other text in two of these HUDs.  I also have a small placard in two of them, that can accommodate up to four characters.  Any suggestions on what these characters should be?  Perhaps an alternative thing to put in that space?  It feels kind of dull when there is nothing there.
« Last Edit: April 02, 2011, 02:07:17 pm by SirCmpwn »

Offline Deep Toaster

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Re: Motherload
« Reply #237 on: April 02, 2011, 02:05:29 pm »
Hm the HUD is a bit big for my tastes. Is the title motherload really necessary? You could save space by shrinking the fuel gauge a bit and removing that.
I'll consider it, and perhaps do some more testing, but I kind of like having the title there.  You don't really need too much vertical space on the map to play this game.

Yeah, IIRC the original game is pretty horizontal. The screen size in Sir's shot looks pretty good IMO :)




SirCmpwn

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Re: Motherload
« Reply #238 on: April 02, 2011, 02:08:15 pm »
I edited my post above, for those of you who don't like the current HUD size.  Let me know which you like best, and I'll consider changing it.

Offline DJ Omnimaga

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Re: Motherload
« Reply #239 on: April 02, 2011, 02:32:45 pm »
O.O woah this look awesome! I agree that the HUD is a bit too big, though. I like the ones you posted better. I personally like the ones with non-damaged text, because they're a bit easier to read. What is the gray bar thing, though?