
Visuals: Tactical Frames Rework
Moderator: Moderator
Re: Visuals: Tactical Frames Rework
Switch back to the bigger ones then 

[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Visuals: Tactical Frames Rework
Why not just make the HP bars colored according to the frame color (or a shade of it), along with the poles graphics? That would solve any visibility problem.
Re: Visuals: Tactical Frames Rework
because hp bars already have their colors that indicate amount of health the actor has. removing it would harm visibility a lot.
Re: Visuals: Tactical Frames Rework
you can add a transparent color overlay to the green/red bar area
something like 10-15% would be noticeable but you could still see the health underneath

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- Uruivellas
- Posts: 762
- Joined: Sun Nov 03, 2013 12:14 am
Re: Visuals: Tactical Frames Rework
Those look pretty good. How do they hold up wiht someone standing on them, though?
And can you tell between the rare and Boss frames easily? Because I prefer to not find out... Postmortem.
And can you tell between the rare and Boss frames easily? Because I prefer to not find out... Postmortem.

Re: Visuals: Tactical Frames Rework
Daftigod, I love those.
Re: Visuals: Tactical Frames Rework
thanks 
i'm biased, but i think they hold up pretty well in-game. there are a few tiles that are so large they overlap the frames which is an issue, but i'm hoping i can figure out a way to overlay the bars on top of the sprites instead of vice versa. you can see what i mean on the fat boss here (guy with the martini axe).
http://i.imgur.com/1fIHJ82.png
at first, i wasn't sure about the black bars for the outline of the frame but they seem to make things pop a little more. rares have an "R" built into the frame, and bosses have "!!!" i tried to make the colors consistent with rexorcorum's, but they might be slightly brighter overall (hopefully offset by the black outline). there's also flagpole-style bars, which are larger and more distinct in one corner, an also have a blue "P" for powerful allies. overall, it was fun getting these guys in-game
edit- sorry to put my pics up in rex's thread, that's kind of rude on my part. no offense intended!

i'm biased, but i think they hold up pretty well in-game. there are a few tiles that are so large they overlap the frames which is an issue, but i'm hoping i can figure out a way to overlay the bars on top of the sprites instead of vice versa. you can see what i mean on the fat boss here (guy with the martini axe).
http://i.imgur.com/1fIHJ82.png
at first, i wasn't sure about the black bars for the outline of the frame but they seem to make things pop a little more. rares have an "R" built into the frame, and bosses have "!!!" i tried to make the colors consistent with rexorcorum's, but they might be slightly brighter overall (hopefully offset by the black outline). there's also flagpole-style bars, which are larger and more distinct in one corner, an also have a blue "P" for powerful allies. overall, it was fun getting these guys in-game

edit- sorry to put my pics up in rex's thread, that's kind of rude on my part. no offense intended!
Re: Visuals: Tactical Frames Rework
That screen is made of awesome! I love the !!! on the boss.