Home › Forums › Destiny of an Emperor › Sh0wing Statuses (Rally, Haste, Douse, Guard, etc…) On the Screen
- This topic has 18 replies, 4 voices, and was last updated 2 years, 11 months ago by The Dust Gamer.
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July 13, 2021 at 11:35 am #54838MiDKnighTModerator
I’ve been playing around with trying to add current statuses on the screen for complicated battles. Wanted to get ideas on the layout. What I was thinking right now is something like:
Basically writing statues like Zeal/Rally/Bei Ji next to the name along with their Haste, Doubt, and Mislead status.
At the bottom is the party statuses like:
guard, douse, sandbags, cover, pray, shields, vigilance, castle, thwart, evade, scout
Of course if the status isn’t active it wouldn’t show up. I just showed all here to give you an idea…
First decision:
– Individual statuses next to name, party status at the bottom like it is in the pic above.
or
– All statuses at the bottom – shows active status for whoever’s portrait is active (or party leader if enemy is active).Second decision:
– Every tactic status has it’s own permanent spot and lights up or disappears like lights on your car dashboard.
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– Tactic statuses move around and light up in a row. No gaps in between.July 13, 2021 at 11:51 am #54840Lord Yuan ShuKeymasterDang, that’s really cool however you slice it.
First decision – I like the idea of having it next to the general’s name but seems that could get messy in the event they have multiple things going on. At the same time, having the statuses light up at the bottom could be tricky because it could be hard to discern whether the status is affecting the group as a whole or just the user. Plus in this instance, you would only know what is affecting the user when it is their turn, whereas if the icon is next to their name it’s always clear. So I guess I would choose the first option of having it next to their name.
Second decision – I’d keep them all in the same order and just light them up when relevant. Just seems like over time, one would memorize where they all are and would make it easy to figure out based on location in addition to what the icon is.
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Huo Hu's Adventure started Destiny of an Emperor hackingJuly 13, 2021 at 11:53 am #54841MiDKnighTModeratorHere’s a couple more mock ups.
All tactics on bottom, activated ones lined up:
All tactics on bottom in a permanent spot, they light up and disappear whether active or inactive (like a car dashboard):
If I use the DOAE graphics engine, which it looks like I will have to. The last one is probably the easiest to code.
July 13, 2021 at 11:55 am #54842BonedukeParticipant– Individual statuses next to name, party status at the bottom like it is in the pic above.
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– All statuses at the bottom – shows active status for whoever’s portrait is active (or party leader if enemy is active).I think All statues at the bottom makes for a cleaner UI, but gameplay wise showing individual statuses next to the name would be more useful. That way, the player can always see the active statuses on any given general, without their portrait needing focus. So I could really go either way on this one. I think I’d have to try it out in game for a while to really form a big opinion one way or the other.
– Every tactic status has it’s own permanent spot and lights up or disappears like lights on your car dashboard.
or
– Tactic statuses move around and light up in a row. No gaps in between.I think mostly just a matter of taste, personally I think no gaps in between would look better. And possibly if the enemy tactic row was right justified as opposed to starting in the middle of the screen.
July 13, 2021 at 12:13 pm #54843MiDKnighTModeratorOK based on the feedback and based on the coding difficulty I think at first I will try:
– Individual statuses next to name, party status at the bottom like it is in the pic above.
– Every tactic status has it’s own permanent spot and lights up or disappears like lights on your car dashboard.I could try to make it fancier later but just want to get it to work. Even this simple version will take a ton of coding. That said I will leave room for future enhancements if they come.
Gotta start the coding all over again for the 4th time – this time trying to use the DOAE graphics engine instead of updating graphics directly.
July 13, 2021 at 2:06 pm #54847The Dust GamerParticipant– Individual statuses next to name
This first decision has 3 voices and with you 4 voices. It will be great. Great idea anyway, like FF.
Gotta start the coding all over again for the 4th time – this time trying to use the DOAE graphics engine instead of updating graphics directly.
Very cool stuff it is. And luck on your works, MiDKnight. With new enhancements we all will be glad to modify great rom.
And is this your updated Yuan Shao mod? Looks great with ips 1.3 applied.There is more dust, than anything in the world!
July 13, 2021 at 5:14 pm #54848MiDKnighTModeratorVery cool stuff it is. And luck on your works, MiDKnight. With new enhancements we all will be glad to modify great rom.
And is this your updated Yuan Shao mod? Looks great with ips 1.3 applied.Ya I’ve wanted to update the Yuan Shao mod to IPS 1.3 for years but keep finding bugs and enhancements along the way.
July 13, 2021 at 5:27 pm #54849MiDKnighTModeratorI’ve got this working in my local copy by the way. I wrote out what I learned about the DOAE PPU graphics engine in the RH guide here:
July 13, 2021 at 5:37 pm #54850MiDKnighTModeratorHere’s how it maps out in my functional copy.
Right now it is running smooth but want to test a little more before I post it into the RH guide.
I went into memory and flipped every tactic on, took a picture, then labeled it. Here’s what we have:
It updates every time a new portrait is loaded in battle. This could be during the deciding what to do phase or during battle when the swords are flying. Ie… if someone casts guard it will immediately show up at the bottom.
Here’s what it looks like in a more realistic setting:
Will update the RH guide with more details:
http://doaerhguide.wikidot.com/start#toc36July 14, 2021 at 5:21 am #54853The Dust GamerParticipantWow, amazing. Want to test it.
There is more dust, than anything in the world!
July 14, 2021 at 5:24 am #54854The Dust GamerParticipantYa I’ve wanted to update the Yuan Shao mod to IPS 1.3 for years but keep finding bugs and enhancements along the way.
Ok, this will be great mod, though, which has more enhancements and compatibilities. With better look and better enjoyment.
There is more dust, than anything in the world!
July 14, 2021 at 5:26 am #54855The Dust GamerParticipantCode changes coming soon
Will wait it.
There is more dust, than anything in the world!
July 14, 2021 at 5:27 am #54856The Dust GamerParticipantWhen negate used, is it will be inactive?
There is more dust, than anything in the world!
July 14, 2021 at 7:22 am #54857MiDKnighTModeratorWhen negate used, is it will be inactive?
If negate is used it should wipe out the statuses on the other team’s side. I haven’t tested that part yet though.
July 14, 2021 at 7:27 am #54858MiDKnighTModeratorYa I’ve wanted to update the Yuan Shao mod to IPS 1.3 for years but keep finding bugs and enhancements along the way.
Ok, this will be great mod, though, which has more enhancements and compatibilities. With better look and better enjoyment.
OK I’ve decided to hold off on posting the code changes for this one until after I get the Yuan Shao mod updated to 1.3. I’m at the end of chapter 4 in my first play test now. The reasons for doing this are:
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– I spent most of 2 days getting this to work and I want everyone’s first experience to be with the YS mod.
– And to give people a reason to play the YS mod (a lot on here have already played it at least once).
– As I go through my testing I will make sure this enhancement is rock solid. Along with testing other things and fixing bugs.
– I will release the code changes a little while after I release YS 3.0 mod.
– I will make getting the YS mod updated to IPS 1.3 my main priority to get this out as quickly as possible. I want you to have this too, trust me.
– For that reason I will skip major map changes. Ya…mostly the old map…boring I know.
– You can keep working on your mods without this. If you add this in it doesn’t change anything battle wise, just makes the battle easier to follow.
– I’m pretty sure YS mod will be ready well before your mod and Bonedukes KWoW 2.0 mod so you can have the changes for your release.Updated the YS thread:
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