i vote for a more pixelated gradient bar, but having it smooth works i guess.
you're still gonna put the HP values on the bar itself, or next to it, right?
It's pixel perfect right now, at least vertically, horizontally it's smooth for gameplay purposes.
i vote for a more pixelated gradient bar, but having it smooth works i guess.
you're still gonna put the HP values on the bar itself, or next to it, right?
Leaning towards not having health values displayed at the moment, trying to remove as many things as possible from the gui.
as for the snapping you could have the bar flash white for a couple frames to symbolize the mercy time (if applicable) and then snap
Not sure I follow, mercy time?
Will there be some sort of option or a way to mod the game to not have a Dark Souls type health bar? I don't know why, but it's harder for me to keep track of health that way and distracts me.
It's torque so even if I don't distinctly add a way to mod things, you guys can override most script gameplay stuff.
You could easily change it to just numbers or heart containers if you wanted.
Nothing really new to show with gifs or pics, but I overhauled a lot of the movement of the game.
Next beta is going to have brown townog movement, more solid attack/alt attack feel, and monsters now knock you back when you take damage.
The latter was a bit tricky to get to network right and not cause jitter or delay for clients with higher pings.
I also made it so there's a bit of a period where you can't fall into pits when doing the camera transition, this prevents those situations where you unfairly fall to your doom when you can't see it.
Two random screenshots to share:
This one I just found nice looking, really happy I redid the graphics.
This one if you look close, I found out that the stock torque centerPrint and bottomPrint overlay was still there.
That's honestly not that interesting but it's just funny to think how old that piece of gui is.