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The Eyes Have It
Feb 10, 2008

Third Eye Sees All
...snookums
Decker actually reminds me a lot of Warioware D.I.Y. -- I spent many a lunch break making a little minigame using the surprisingly good tools. The little procedural music generator/composer was great, too.

Working within the constraints it had was an invigorating and rewarding challenge. Also helped keep things on rails. If I was doing something that didn't "fit" with the tools then I was probably biting off too much at once and needed to step it back.

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RokosCockatrice
Feb 19, 2004

I have a lot of points to make and I will make them later.
the color palette on that map is really nice

echinopsis
Apr 13, 2004

turn on your monitor

BobHoward
Feb 13, 2012

The only thing white people deserve is a bullet to their empty skull

toiletbrush posted:

My Laser Squad clone is coming along - I've got an overall campaign goal and end state now, all the missions have a 'purpose' beyond earning money, got a decent number of enemies, weapons, perks, utilities etc. It's mostly polish now, so I've redone the font for the menu screens, added a CRT scanline effect etc etc. I quite like it, but is it too hard to read?




that genre was never my thing, but trying to think only in terms of "if this actually was my jam and i wanted to play it, would i be able to deal with that font for hours, or even minutes", my answer has to be no. i can only read that font slowly and i feel like i'd get eyestrain

i found some screenshots of the original game here

https://www.myabandonware.com/game/laser-squad-1fz

i'd rank the font readability in these as
dos > c64/zxspectrum >>> amiga/atarist

i'd be happy playing a game with the c64 font and would stab my eyes out to avoid the amiga/st font

toiletbrush
May 17, 2010

Internet Janitor posted:

that overworld map looks pretty rad, toiletbrush! the dithering and color palette really make it pop without losing legibility. the rest of the ui is a little flat; i think it could use some negative space or borders/corners to help interactive regions stand out better. for example, the unselected tabs across the top blend together. i don't see any visual cues for being "clickable" shared between the tabs at the top, the icon-buttons, and the bordered buttons like "shop" and "swap". maybe using the double-border you use on the latter in the other places would help it read better?
thanks! I totally agree about the ui being flat - the problem is ive foolishly locked myself into a 40x25 character grid so my options are limited in some ways. ill add some borders to the tabs at the top, and try giving the clickable things a 3d effect maybe

toiletbrush
May 17, 2010
reply is not edit

toiletbrush
May 17, 2010

BobHoward posted:

that genre was never my thing, but trying to think only in terms of "if this actually was my jam and i wanted to play it, would i be able to deal with that font for hours, or even minutes", my answer has to be no. i can only read that font slowly and i feel like i'd get eyestrain
This is kinda how I feel tbh, although you’ll only spend maybe 2% of your time on these screens

quote:

i'd be happy playing a game with the c64 font and would stab my eyes out to avoid the amiga/st font
I actually started out with the c64 font cos it’s quite a nice 8x8 but it looked a bit flat. I’ll try a few more things.

Zamujasa
Oct 27, 2010



Bread Liar
id describe Decker as "PowerPoint with visual basic for applications"


as for fonts you can always offer more than one, especially if you're going for a fixed eight by eight size

The Eyes Have It
Feb 10, 2008

Third Eye Sees All
...snookums
Is there a proper way to toggle visibility of widgets in Decker? Like press button = play a sound and show a widget, then disappear the widget after?

I guess I'm thinking of treating widgets like sprites, in a way.

I've tried fiddling the show element (setting to none initially, then switching it to solid to show it, then back to none afterwards) but resetting back to none doesn't seem to work, it really seems to want to stay solid.

Maybe I'm going about this wrong and should be moving the widget on/offscreen or something instead. Or just stop trying to use widgets like sprites!

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Internet Janitor
May 17, 2008

"That isn't the appropriate trash receptacle."
canvas widgets in particular can certainly be thought of like sprites

if you have a widget named foo, the statement foo.toggle[] will toggle between invisible and solid. setting the "show" attribute should also work; I'd need more details to identify what's going wrong for you

here are some examples i prepared for the changelog when the toggle[] function was introduced:



so an entire event handler to do what you described might be something like

code:
on click do
 thing.show:"solid"
 play["fart_noise"]
 sleep["play"]
 thing.show:"none"
end
or, equivalently
code:
on click do
 thing.toggle["solid" 1]
 play["fart_noise"]
 sleep["play"]
 thing.toggle["solid" 0]
end

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