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Posted

you worry about the traffic generated by a 1 or 2, 11 byte ObjectMove packets every few seconds. yet you send a 1428 byte settings packet every ship change

Well, if the client handles the animation, it's more fluid (no lag), and handling a timer for each player on the server would be annoying (and unnecessary)

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Posted (edited)

Eh, just in case my previous post gets eaten by the page 2 monster.

 

Okay, here it is-

 

Tetris-

 

http://img229.imageshack.us/img229/3299/cont34.png

Edited by Static
Posted

you worry about the traffic generated by a 1 or 2, 11 byte ObjectMove packets every few seconds. yet you send a 1428 byte settings packet every ship change

Well, if the client handles the animation, it's more fluid (no lag), and handling a timer for each player on the server would be annoying (and unnecessary)

i was talking about the money and exp display

Posted

Think I got this thing looking how I'd like it to:

 

submission.png

 

 

The icons are (from top to bottom):

Repel, Burst, Thor, Brick, Quickboost, ID, TW, Portal, Rockets, Decoy, Antideath, Jump, Fields

Posted

Maybe it's just me, but possibly the previous flag radar was aesthetically pleasing due to how transparent it was. If you place a small radar there that is (or looks) near fully opaque, it will annoy the fuck out of people. I agree though, the smaller radar defiantly looks a lot better and still serves it's purpose, but I have doubts to whether it needs to be quite as deeply coloured as it is right now, seems a bit overkill for a graphics set which is very minimal and basic by original design. Also, Cer would those items still be there with indicator 0 or would they disappear?

 

-L

Posted

The plan is that if you don't have anything that generates the item/ability, it won't be displayed -- I'm just making having demo (for lack of a better word) show everything that could be obtained, even though it's unlikely (see: impossible) with the current settings. Realistically, most people will see six regen bars with the popular builds.

 

Regarding the radar: The current radar is very much opaque in the center area most of the time -- which is noticeably larger than the entire radar in my demo -- and hasn't been a terrible problem as it is. Personally, I just don't like the design or placement of it. If it comes down to it, we can take Samapico's suggestion and make multiple layers out of the image to kind of fake some transparency (though, I'm not exactly looking forward to the work it will require).

 

 

On a side note: I just lost the icon layer due to (another) photoshop crash. Can't someone at adobe figure out autosave? For $1,000 fucking dollars, you'd kind of expect such a thing. Good thing I've been posting my progress, or I'd be completely hosed. Sadly, I've lost the filter configuration and alpha channels, though. Dammit.

Posted

Will the position of the bars be static, or will they be 'stacked', depending on what you have? Say you only have the first and 5th things, will the bar for the 5th item be moved to the second spot for you? I believe you can move screenobjects around with some packets

 

Also, what will the antideath counter display? The remaining time? catcore lives? If the latter, will it show 'infinite' for antideath?

 

A nice bar animation would be... red fills up, and the whole bar turns green when actually full.

Posted

Stacked. No reason to waste screen space with stuff that's not there.

 

I was planning on following the LCD segments, so in cases where the counter isn't used, it would be blank or display "--"; though, an infinity symbol would be kinda cool looking. Time likely won't happen since the bar itself will be representing that; and with only two digits, it'd look pretty hack. Of course, in the case of AD, it would make sense for it to cycle between 0 and 1, since that's effectively the number of uses you'll have.

 

As far as the color... Green should be doable, assuming Continuum z-orders the images in the way I want it to (and Brain's awful eyesight doesn't fuck with the aesthetics again :D). If it doesn't... we'll have to see exactly what I hacks I can use to make it do what I want it to do. If it plays nice, it shouldn't be terribly hard to have various states/colors for the bar to represent certain events or readiness.

 

 

Btw, if someone wants to make better icons for ID, TW and Jump... feel free. They're 11px x 11px in size and can be anything you feel represents the functionality. The current images are simply one of the frames from the animations resized; but I don't feel they turned out as well as I was hoping they would.

Posted

f*** just lost my post... here goes again:

 

mapobjects (and screenobjects, presumably) on the same layer are z-ordered in their order of appearance in the lvz file itself. i.e. the client just scrolls through them, from 1 to n, and draws them; so last one is drawn last.

 

for anti-death thing, yeah that's pretty much what I had in mind...

 

for the green thing, could be blue or yellow or whatever... for Brain and other freaks like him, it could be slightly glowing or something.

 

Also, don't forget to consider the Portal timer to place your icons, I see it's not on your screenshot with the super, shield and stuff. There's also a KOTH timer that could be there, but since it's not used in HS, don't have to bother blum.gif

Posted

Bloody hell. How many goddamn timers does this game have? Seriously.

 

That's what I assumed with the z-ordering, but it's never mattered before so I don't recall ever checking.

Posted

For those of you designing, Id like to see a timer on the HUD somewhere that shows the time remaining until the flag game is over.

That would be kinda stupid. The win time needs to be lowered anyway.

 

All I would really like to see is parasite kills.

Posted (edited)

My list for the HUD:

 

  • Money
  • Experience
  • Kills
  • Deaths
  • Flags
  • Lancs and summon markers (hard to implement)
  • Item bank counts
  • Parasite count for current ship
  • Ready lights: ID, JUMP, AD, TW, ETC
  • Timer till win (visit dsb for ex)
  • Current jackpot based on population

 

 

colors added for the visually impaired

Edited by Cheese
Posted

Sigh. What the hell?

 

First of all, did you even read the topic or look at the images? Most of what you're asking about is already implemented or is being discussed and everything else is stupid and/or useless (Kills, deaths and flags? Really?)

 

Secondly, why did you make your post so obnoxious? If you don't know what the point of formatting your text is, then don't do it.

Posted

yes, like what sector the flags are in, you dolt.

its called a 'checklist' in case you havnt heard of it.

 

and what you think is unimportant, like parasite kills, might not apply to the rest of the zone.

why dont you come down from that pedestal, sir?

 

additionally, i would like to be able to toggle through the top 3/5 winning huds with a ?togglehud or whatever

Posted

Kills/Deaths/Flags...really? I thought that post was bad enough before it highlighted it's fail in big bold blue, I didn't even notice it the first time. That information is already displayed by Continuum. Money/Exp? Really? There's this little thing we like to call bandwidth, we don't have infinite amounts of it to waste on things that are already available, or don't actually need to be checked in real time (so don't update it in real time you say? I say might as well use ?money.)

 

Also for parasite kills. Really, give it a rest. You're missing the point.

Posted
typing a sentence in the chat every few seconds is more bandwidth then the money/exp display. you are really overestimating how much it costs, sure it's a bit more then needed because of the continuum protocol, but it still isn't a whole lot.
Posted

Except not many people type ?money every couple seconds. However, when it replaces the kill message all together, it actually turns out to be about the same amount of bandwidth -- hence the addition.

 

hshud.png

 

 

I'm not entirely pleased with how they look (or their placement), so feel free to hack away at it and see if you can come up with something better.

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