|
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.
|
![]() |
|
![]()
|
# ? Sep 24, 2023 05:31 |
|
the color palette on that map is really nice
|
![]() |
|
turn on your monitor
|
![]() |
|
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
|
![]() |
|
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?
|
![]() |
|
reply is not edit
|
![]() |
|
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 quote:i'd be happy playing a game with the c64 font and would stab my eyes out to avoid the amiga/st font
|
![]() |
|
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
|
![]() |
|
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!
|
![]() |
|
![]()
|
# ? Sep 24, 2023 05:31 |
|
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:
code:
|
![]() |