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 Post subject: Re: Design topic
PostPosted: Thu Dec 01, 2011 2:56 pm 
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Chaoxys wrote:
I thought the problem with the old one was that it was awkwardly designed which made it hard to tell what was what.

Not at all, I think it was quite clear for what everything on the HUD stood. The problem was because it was this big and because of the constant "pulling back into the top of the screen" that confused people.
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Well, if anyone has any ideas as to what would work better, tell me.

Well the idea is basically to make it smaller, or, more streamlined and not take away too much of the view.
So maybe the life gauge should not be a 32x32 circular construction but more in the shape of a bar, also no backgrounds on the elements, just the text with some shadow. What could also work is to have some sort of background, but make it transparent so you can still see what's going on behind the HUD.
I'm quite busy at the moment, but if you have time tomorrow, we can meet on MSN and discuss some ideas there.

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 Post subject: Re: Design topic
PostPosted: Thu Dec 01, 2011 3:23 pm 
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Guinea wrote:
Chaoxys wrote:
I thought the problem with the old one was that it was awkwardly designed which made it hard to tell what was what.

Not at all, I think it was quite clear for what everything on the HUD stood. The problem was because it was this big and because of the constant "pulling back into the top of the screen" that confused people.
Quote:
Well, if anyone has any ideas as to what would work better, tell me.

Well the idea is basically to make it smaller, or, more streamlined and not take away too much of the view.
So maybe the life gauge should not be a 32x32 circular construction but more in the shape of a bar, also no backgrounds on the elements, just the text with some shadow. What could also work is to have some sort of background, but make it transparent so you can still see what's going on behind the HUD.
I'm quite busy at the moment, but if you have time tomorrow, we can meet on MSN and discuss some ideas there.

I'm going out to celebrate my birthday tomorrow around noon, but that shouldn't take long so I'll probably see you.

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 Post subject: Re: Design topic
PostPosted: Thu Dec 01, 2011 3:24 pm 
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Chaoxys wrote:
I'm going out to celebrate my birthday tomorrow around noon, but that shouldn't take long so I'll probably see you.

I know I'll forget it tomorrow, so happy birthday!

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 Post subject: Re: Design topic
PostPosted: Thu Dec 01, 2011 3:40 pm 
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Guinea wrote:
Chaoxys wrote:
I'm going out to celebrate my birthday tomorrow around noon, but that shouldn't take long so I'll probably see you.

I know I'll forget it tomorrow, so happy birthday!

Thanks. Btw, if you have time today or tomorrow, can you add in the decorational quicksand? I added to the random object sheet. It's literally nothing more than nonsolid quicksand. I'm basically just trying to finish up world 2 (enemies aside) and I think thats one of the last things I need (that and the carpet generator).

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 Post subject: Re: Design topic
PostPosted: Fri Dec 02, 2011 9:29 pm 
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Hey Guinea, didn't see you on MSN today, but i have some ideas I want to work with. I'll try to have something up by tomorrow but I have to go to work at 8am so idk.

EDIT- Not centered and the placement of the icons can be changed but heres a little example of what I was thinking.
Image

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 Post subject: Re: Design topic
PostPosted: Sat Dec 03, 2011 8:39 am 
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Chaoxys wrote:
EDIT- Not centered and the placement of the icons can be changed but heres a little example of what I was thinking.


I like this approach!
I think if you just make all necessary icons like this, then I can arrange them in the HUD in a way that works best with the game, but similar to what you made in this mockup.
Also I wonder if the symbol for the lives should be the character's symbol like in the example, or if we should instead use a pipe icon...

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 Post subject: Re: Design topic
PostPosted: Sat Dec 03, 2011 2:40 pm 
The plot thickens
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I think the characters icon is good enough. I mean, it's clear right away that their icon represents them, so when you see the number, it should click. The pipe would also work but it wouldn't look as nice imo.

Image

I wanted to do something for low health to show that you are in trouble and help to grab the players attention so they'd know they need to be careful without being too distracting.. Anyways, it's about finished, I just have to balance out the colors.


EDIT- Finished and uploaded.

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 Post subject: Re: Design topic
PostPosted: Sun Jan 08, 2012 2:42 am 
The plot thickens
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edit-nvm

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 Post subject: Re: Design topic
PostPosted: Fri Jan 13, 2012 8:26 pm 
The plot thickens
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Sorry, triple post.
Image
World 3 miniboss concept. Stage layout is a bit meh, I'll rethink it a bit.


The actual boss design will also probably change a bit, this is just the general idea.


EDIT
Image
More finalized design.

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 Post subject: Re: Design topic
PostPosted: Sat Jan 14, 2012 4:34 am 
Real horses don't run into trees
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Doesn't look too bad, I think I'll have fun implementing this.
Btw, you don't need to make sprites for the spider web parts, I'll draw that ingame for more flexibility.

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 Post subject: Re: Design topic
PostPosted: Sat Jan 14, 2012 9:48 am 
The plot thickens
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I know, I drew them in for the sake of the example.

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 Post subject: Re: Design topic
PostPosted: Sat Jan 14, 2012 10:28 pm 
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Thanks Gato!
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Is the eye on the spider a shout-out to Mr. I, the creepy eyeball?
Anyways, this game is amazing!

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 Post subject: Re: Design topic
PostPosted: Sun Feb 19, 2012 3:13 am 
The plot thickens
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Based on my post in the engine topic:
Image
Basically, one of these guys would pop up in a level from time to time and steal an item and essentially try to keep it from you. What are they? Greed given form. With all the greed in the mushroom kingdom, it managed to take shape in the form of these little green eyed monsters. My idea is that they poof in over the item, thus avoiding the need for a cutscene or anything.

Anyways...

Gredi is probably the most common. He will appear around the item and run away, making small jumps when he hits a solid wall.

Averce uses the Monty Mole programming, minus the rock throw attack. There would be multiple points set in the room that he could appear from, it picks one, he pops out, then goes back down.

Renvious is fairly simple. He grabs the item then floats about 10 blocks up so you can't reach him. At that point he'll just float about.

Gloten would appear in Marine Pop areas. My idea is that there could be 8, each with a red coin that swim at/past you, meaning all you have to do is take out all 8 and grab the red coins that they drop. This would probably work best since it might be hard to work a goldshroom into a marine pop level otherwise.

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 Post subject: Re: Design topic
PostPosted: Sun Feb 19, 2012 3:57 am 
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Usually Mario characters with glowing eyes have black circles around them.

Image

Just a suggestion.

 
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 Post subject: Re: Design topic
PostPosted: Sun Feb 19, 2012 4:59 am 
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@Chaoxys: Nice designs, however we can't put red coins into containers (or enemies) because we can't keep track of those easily.

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 Post subject: Re: Design topic
PostPosted: Sun Feb 19, 2012 11:12 am 
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Guinea wrote:
@Chaoxys: Nice designs, however we can't put red coins into containers (or enemies) because we can't keep track of those easily.

Thats fine, we could just have them with a gold shroom in general.

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 Post subject: Re: Design topic
PostPosted: Thu May 17, 2012 3:03 am 
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K so as some of you know, each character gets a special level only they can be used in. So far we have Mario, Luigi and Waluigi planned out, but not Wario. I was thinking it would be neat to have Wario's level reflect his violent side by being a boss only he can fight. I doubt this idea will make it in the game, but it's up to Guinea. My idea is a boss that is more or less based on Wispy Woods from Kirby Mass Attack. The boss is this:
Image
King Pokey (simple name based around the "leader" name scheme that Nintendo likes to use). He would have bare segments that would randomly produce and retract spikes while the head spits smaller spike balls that would bounce off screen. Wario simply has to tackle the segments until they break down.

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 Post subject: Re: Design topic
PostPosted: Thu May 17, 2012 3:41 am 
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sounds good to me.
Don't overdo it with the bosses though.

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 Post subject: Re: Design topic
PostPosted: Thu May 17, 2012 6:32 am 
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Thanks Gato!
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Actually, you followed all the requirements for a leader of enemies:
Mustache of EPICNESS-Check.
Crown/Big Spike(s)-Check.
Over-Ego about Mustaches-? (Ya need to answer!)
(I know King Boo doesn't have a mustache, but that doesn't matter right now.)

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 Post subject: Re: Design topic
PostPosted: Thu May 17, 2012 11:14 am 
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Guinea wrote:
sounds good to me.
Don't overdo it with the bosses though.

Oh don't worry. I'd throw this guy in the "Maybe if we have time" pile, and even then thats being generous. To be honest, the only reason I sprited him is because I had the idea for the design so I went ahead and made it and I'd figure I'd post.

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