Author Topic: The Forgettable Dungeon: Early Access Release  (Read 346635 times)

The gradient on the HP bar looks a bit unfitting

Maybe it's a bit harsh? What if it's smoother, more centered, and/or had a lower opacity, like, 25%?

Maybe it's a bit harsh? What if it's smoother, more centered, and/or had a lower opacity, like, 25%?

That's actually just a quick gradient I did to test things out, final version will look better.

Still unsure if I'm going to go for a pixel perfect GUI, with big chunks or a higher pixel count.

I've been looking at a lot of game guis over the past few days and no one style really fits this game, the current blocky pixelated single color stuff looks out of place now that the games graphics have been overhauled.

Would it be possible to do pixel perfect but with animated transparency dithering?
Kind of a weird idea and might be time consuming. Maybe I'll demo something for you to look at so you see what I'm trying to convey.

Would it be possible to do pixel perfect but with animated transparency dithering?
Kind of a weird idea and might be time consuming. Maybe I'll demo something for you to look at so you see what I'm trying to convey.

Unsure what you mean, an example would be good.



Decided to just stick with the current pixel grid for the gui so I can get things out to test quicker.



I still want to tweak the colors and a few other parts, but now it's good enough for testing.

Edit: Accidentally recorded that with the health bar set to 7 units tall but at 8 units tall it's pixel perfect gradiant.
« Last Edit: April 03, 2016, 01:09:19 AM by Rotondo »

Can't you have the health, temp. health, and background be solid colors and just have the gradient as a transparent layer over all of that? It would make editing the gradient easier since you wouldn't have to edit the red and yellow bars and the background

Unsure what you mean, an example would be good.
Doing this is more difficult than anticipated nvm
It wouldn't look great anyway

Can't you have the health, temp. health, and background be solid colors and just have the gradient as a transparent layer over all of that? It would make editing the gradient easier since you wouldn't have to edit the red and yellow bars and the background

I could, but this gives me more options when I want to change it later.

The experience bar already uses a different style of gradient on certain parts for a different effect.



Somehow I never thought to try this before.



High res link: http://i.imgur.com/l3GgEtb.gifv

It's surprising how spot on the debris spawning is, I'm happy the optimizations I made to the debris rendering paid off since I can do this at a really good framerate.

The killer is sadly that each debris object is a torque instanced c++ object.

Might try to put this in the PAX East demo.
« Last Edit: April 03, 2016, 10:15:00 PM by Rotondo »

I like how the destruction of that sign put that one chicken to sleep

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?

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

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.

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.

Not sure I follow, mercy time?
I think he means invincibility frames after getting hit

oooh i really like that gui top left