Some visual ideas...
Moderator: tr1p1ea
Some visual ideas...
Okay, here are a few ideas that I generated based on what was talked about. First, is following more of the original game play style, where the display is overlaying the game. Heres the layout:
Energy Missles Current Beam
Energy = (Number is the current energy tanks remaining health, and each box is a full energy tank, wich (in this version) would simply disappear when empty)
Missles = (the Missle icon, which would be inverted with a box around it when currnetly in use, and the number of missles remaining)
Current Beam = (The current beam that is being used)
And how is looks visually:
**NOTE: The gray is just to let you know that icon will be inversing slowly for better understanding of what beam you have selected!
Though this is the true look of Metroid, I feel that it would be unpracticle. Simply because it will end up taking up too much screen space verticlely... and there already isn't a whole lot of verticle space. So, lets try something different...
Layout for side bar thingy:
Energy| <- Right side of screen
...........|
...........|
Missles|
...........|
...........|
Beam1|
Beam2|
Energy = (Same as the last set up, only this will have space to display an empty or filled energy tank)
Missles = (Same as above, however, there will only be enough space to have 99 missles MAX)
Beam1/Beam2 = (Okay, this I'm throwing up in a whim, and could very well not happen... but it would be cool! Each beam will display what beam is currently being used. In the picture, Wave and Ice beams are being displayed. This MIXED beam will shoot an Ice beam through walls with the Wave pattern (a sine wave). Unlike normal Metroids, these beams won't build off from each other, but rather you can mix any two combinations of beams. Or, if you want just a normal beam, mix two of the same beams! Ex. Ice beam + Ice beam = Ice beam. Remember, this is just an IDEA! Don't make this fact yet! I need to discuss it with Joe yet!)
And the visual:
**NOTE: The gray is just to let you know that icon will be inversing slowly for better understanding of what beam you have selected!
So, these are the general ideas. Personally, I like the second one... but your input is a bit more fluential than my own!
Oh, and FYI... I'm back! Just was waiting for something to actually DO!
Energy Missles Current Beam
Energy = (Number is the current energy tanks remaining health, and each box is a full energy tank, wich (in this version) would simply disappear when empty)
Missles = (the Missle icon, which would be inverted with a box around it when currnetly in use, and the number of missles remaining)
Current Beam = (The current beam that is being used)
And how is looks visually:
**NOTE: The gray is just to let you know that icon will be inversing slowly for better understanding of what beam you have selected!
Though this is the true look of Metroid, I feel that it would be unpracticle. Simply because it will end up taking up too much screen space verticlely... and there already isn't a whole lot of verticle space. So, lets try something different...
Layout for side bar thingy:
Energy| <- Right side of screen
...........|
...........|
Missles|
...........|
...........|
Beam1|
Beam2|
Energy = (Same as the last set up, only this will have space to display an empty or filled energy tank)
Missles = (Same as above, however, there will only be enough space to have 99 missles MAX)
Beam1/Beam2 = (Okay, this I'm throwing up in a whim, and could very well not happen... but it would be cool! Each beam will display what beam is currently being used. In the picture, Wave and Ice beams are being displayed. This MIXED beam will shoot an Ice beam through walls with the Wave pattern (a sine wave). Unlike normal Metroids, these beams won't build off from each other, but rather you can mix any two combinations of beams. Or, if you want just a normal beam, mix two of the same beams! Ex. Ice beam + Ice beam = Ice beam. Remember, this is just an IDEA! Don't make this fact yet! I need to discuss it with Joe yet!)
And the visual:
**NOTE: The gray is just to let you know that icon will be inversing slowly for better understanding of what beam you have selected!
So, these are the general ideas. Personally, I like the second one... but your input is a bit more fluential than my own!
Oh, and FYI... I'm back! Just was waiting for something to actually DO!
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Like tr1p was said...I don't really care which one you use, in the end you guys will chose the right one! But if my voice was to be heard, you would hear it saying go for door #2...I like that one best!
offtopic: Welcome back Cyan!
offtopic: Welcome back Cyan!
Last edited by Madskillz on Wed 29 Dec, 2004 4:04 pm, edited 1 time in total.
The Revolution is here...
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I think the second verticle bar works fine, but the choice is up to you
"Not long ago, the Black Gate of Armonk swung open. The lights went out, my skin crawled, and dogs began to howl. I asked my neighbor what it was and he said, 'Those are the nazgul. Once they were human, now they are IBM's lawyers.'"
Nice work there, Cyan...as usual. I'm glad to see you've tried to visualize the top-bar look as well, though I'll agree that I don't think it's as workable as the sidebar. I really like how it looks in regards to being similar to the original games, but you're right--it just takes up too much space...and on top of that, it's not particularly visible.
So, yeah, the sidebar sounds like our best bet--Joe underlined the more practical advantages to it in the other thread, regarding performance increases over the other one. Besides that, it's more visible...if looking just a tad crowded. Unfortunately it might have to get moreso, since that sidebar looks to be 9 pixels wide, not 8, and I'm fairly sure it'd render best if it was only 8 across, like the rest of the "tiles" in the game. Unless you're able to draw a masked border at the edge of those tiles. But I don't know a great deal on that subject, so that's for Joe to figure out.
I also think your "combination" beam concept is cool, even if it came to you here just as a concept to fill up space. If that doesn't end up getting implemented, though, try this: why not shift everything down a tile (around 8 pixels) and stick in a two-tile minimap there? Like, minimini map. I say two because it'd take that many for it to actually be worthwhile...if you use 4x4 square bits to represent room blocks, you can fit 4 across and 2 down for a total of 8 square rooms, which is more than enough to navigate yourself with. It sounds like that'd be impossibly crowded, but I tried it out graphically, and it can work. The second tile of the minimap, of course, would have to extend past the sidebar, but I suppose it could be a seperately rendered region. Again, I dunno--just tossing out ideas. The addition of a constantly-available minimap, though, would help the feel and navigability of the game a good deal, I think, so toy around with that one if you get the chance. Other than that, I'm excited to see what you develop. Good luck!
So, yeah, the sidebar sounds like our best bet--Joe underlined the more practical advantages to it in the other thread, regarding performance increases over the other one. Besides that, it's more visible...if looking just a tad crowded. Unfortunately it might have to get moreso, since that sidebar looks to be 9 pixels wide, not 8, and I'm fairly sure it'd render best if it was only 8 across, like the rest of the "tiles" in the game. Unless you're able to draw a masked border at the edge of those tiles. But I don't know a great deal on that subject, so that's for Joe to figure out.
I also think your "combination" beam concept is cool, even if it came to you here just as a concept to fill up space. If that doesn't end up getting implemented, though, try this: why not shift everything down a tile (around 8 pixels) and stick in a two-tile minimap there? Like, minimini map. I say two because it'd take that many for it to actually be worthwhile...if you use 4x4 square bits to represent room blocks, you can fit 4 across and 2 down for a total of 8 square rooms, which is more than enough to navigate yourself with. It sounds like that'd be impossibly crowded, but I tried it out graphically, and it can work. The second tile of the minimap, of course, would have to extend past the sidebar, but I suppose it could be a seperately rendered region. Again, I dunno--just tossing out ideas. The addition of a constantly-available minimap, though, would help the feel and navigability of the game a good deal, I think, so toy around with that one if you get the chance. Other than that, I'm excited to see what you develop. Good luck!
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Well, gosh, that was quick! I'm delighted to see some new life being breathed into this project, though I know Joe's been working on it when he could all this time. Heck, I'm just happy to see any form of new screenshot. I hope the holidays means you're able to get a little more ground covered on this thing...it seems like you're so close, and getting closer all the time. I have no doubt this thing'll succeed. Just, you know, don't die on us, Joe. Not until the game's done, at least. Happy new year, everybody.
Just for your entertainment...
This WAS going to be the final release of the tiles... however... 300+ tiles is just too many and steals too much precious space. So, I'll need to revise a bit so Joe can make magic of these 8x8 micro wonders!
http://img.villagephotos.com/p/2004-12/ ... ilemap.gif
http://img.villagephotos.com/p/2004-12/ ... ilemap.gif