? :C
used blenders geometry normal...thingy. Not a normal map. Just did that for fun.
This is very great!
Only thing that looks weird to me is that I'm having troubles seeing the arch between pillars.
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Yes... if It's 'acceptable' then consider that v1
After I posted I noticed more thing I could add to it. For one some sort of border around the arch so you could tell it's an arch. ;_;
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I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
I took the Diablo 3 bottom panel GUI from screenshots...
Orbs are working and set to 50%...
Can you see that that are 50%?
I took the Diablo 3 bottom panel GUI from screenshots...
Orbs are working and set to 50%...
Can you see that that are 50%?
When you add lighting to the color in the orbs, remove FOW (or just the fog effect and have stuff inside the FOW areas invisible until the character etablishes a clear line of sight), center view on player and remove SC2's command box, status box and minimap, just like in D1+2,
when you have half health or below, the orbs will appear to be filled more than that and give you a false sense of safety.
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just like in D1+2, when you have half health or below, the orbs will appear to be filled more than that and give you a false sense of safety.
I'm not quite sure what this has to do with anything. His orbs (currently at 50%) look like they are 50%. If anything, I'd suggest adding text to it if it is really that problematic. I've never had an issue with figuring out how much health I had based on glancing at orbs, though.
Currently Working On: My Overwatch addiction.
just like in D1+2, when you have half health or below, the orbs will appear to be filled more than that and give you a false sense of safety.
I'm not quite sure what this has to do with anything. His orbs (currently at 50%) look like they are 50%. If anything, I'd suggest adding text to it if it is really that problematic. I've never had an issue with figuring out how much health I had based on glancing at orbs, though.
I don't remember whether pots in D1 heal gradually or instantly.....But in D2 when you're fighting a tough battle.....when do you decide to drink a pot is vital, cuz pots in D2 (except for renuvenations) heal GRADUALLY. Also, you're seeing it as 50% full just because the outline doesn't stand out from the background, and the health in the orb is monochrome. When he adds lighting to the health, and possibly make the orbs' outlines more obvious....you'll see :"3
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I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
Things that may change would be how the red stuff looks and what is drawn above the red stuff (shiny light blob to make it look like 3D).
The border of the red stuff wouldn't change at all.
And I will add text tags showing the exact value, too.
just like in D1+2, when you have half health or below, the orbs will appear to be filled more than that and give you a false sense of safety.
I'm not quite sure what this has to do with anything. His orbs (currently at 50%) look like they are 50%. If anything, I'd suggest adding text to it if it is really that problematic. I've never had an issue with figuring out how much health I had based on glancing at orbs, though.
I don't remember whether pots in D1 heal gradually or instantly.....But in D2 when you're fighting a tough battle.....when do you decide to drink a pot is vital, cuz pots in D2 (except for renuvenations) heal GRADUALLY. Also, you're seeing it as 50% full just because the outline doesn't stand out from the background, and the health in the orb is monochrome. When he adds lighting to the health, and possibly make the orbs' outlines more obvious....you'll see :"3
It'll still be halfway through that orb, though, so I still don't see how you wouldn't be able to tell. Even if a pot gradually heals you, you can use it the moment your health starts to drop. I just don't ever remember that being so problematic.
EDIT:
And secondarily my original point was that you're saying that Ahli's map will have the same flaw as D1 and D2 even though he has control over whether or not that will be a flaw in the first place. To me that's like saying that he should make Diablo harder because he was too easy in D2.
Currently Working On: My Overwatch addiction.
Looks good, but its a nice step in the right direction if you want Blizzard to shut your map down.
Use the Diablo 1 UI - would at least be a little more authentic.
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Blizzard wont shut this down. Someone made Diablo 1 for WC3, and was later hired by Blizzard because of it. I'm fairly certain they will ultimately be fine with this.
Currently Working On: My Overwatch addiction.
I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
As long as the stuff I do is awesome, I guess it will be fine...
Good enough?
I've modified the GUI picture and made my own orbs with gimp.
Both orbs and the XP bar are fully working.
Tinkering with copy and paste to modify GUI is fun ;D
I still need to make a light reflection effect (white dot) onto the orbs.
The buttons are resized to fit the position, but the clickable area is bigger than the visible area...
I need to make my own button skin
I would place the damaged item warning icons on the right side from bottom to top. Is that acceptable or do you have a better idea?
edit:
The GUI that you can see is 71,11 kb within mpq.
As long as the stuff I do is awesome, I guess it will be fine...
Good enough?
I've modified the GUI picture and made my own orbs with gimp.
Both orbs and the XP bar are fully working.
Tinkering with copy and paste to modify GUI is fun ;D
I still need to make a light reflection effect (white dot) onto the orbs.
The buttons are resized to fit the position, but the clickable area is bigger than the visible area...
I need to make my own button skin
I would place the damaged item warning icons on the right side from bottom to top. Is that acceptable or do you have a better idea?
edit:
The GUI that you can see is 71,11 kb within mpq.
That is so shiny, cant wait to test again
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-- Updated as of December 2021 --
I think it would be nice to keep the minimap (in another corner, I guess), even if Diablo didn't actually have one. I wouldn't be able to play an RPG without one; I'd be so lost.
I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
Quote from name:Dem0nS1ayer
I think it would be nice to keep the minimap (in another corner, I guess), even if Diablo didn't actually have one. I wouldn't be able to play an RPG without one; I'd be so lost.
I will try to manage that.
I would place the minimap in the top right corner (should zoom in an area around you... can you somehow select which units are drawn onto minimap for the player? I could hide the other levels walls then...).
Area entering messages are already above the hero in the area that shows laggers or pause notification normally...
In the top left corner should be SC2's menu button + help button + message log button.
In the top area should be information about the selected enemy visible (hp bar, species name (Zombie), type (Undead), name (Ghoul), maybe level). Not sure how I will do that... (highlighting? or what is the mouse-over-unit-event?)
Left top area stretching to middle left, there should be information about your party members (health, mana, level, class? (class maybe with a picture)...
Chat area should be moved closer to the bottom panel since there is now much more space on the screen and the middle should be kept visible.
I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
I made the other buttons disappear today. So I gave the 1 a new background and created the upper side of the dark skill buttons.
All diablo 2 buttons I have are low quality because I didn't find a program that could convert the files to a usable picture format.
And the jpgs I've saved today have low quality. So I had to draw the button's overlay myself.
I hope that what should like a sword and the arrow looks good enough...
The skill buttons have no effect atm.
I thought you were talking about your SC1 map all this time lol. Good luck with this map. I hope Blizzard doesn't shut you down or anything. They did it to World of Starcraft, so I wouldn't be surprised.
None.
I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
They didn't shut down that world of starcraft map. They just claimed the name to be unusable for him.
Here is the health bar. It's the D3 vendor name bar from the same screenshot. Seems like its D3's boss health bar, too.
I may change the red health bar to some image with slight bubbles or something like that if I can create that.
At least I will add some stuff to give the other information a background.
I'm thinking of half ellipses which may contain a symbol reflecting the resistance information below the text.
The bar pops up as long as you hover over a monster and is updated on damage.
And I wish I could make the names center aligned instead of everything mid aligned.
Still no custom walls?
As soon as you get these in, I'd love to host the latest version.
None.
Quote from name:Dem0nS1ayer
I think it would be nice to keep the minimap (in another corner, I guess), even if Diablo didn't actually have one. I wouldn't be able to play an RPG without one; I'd be so lost.
I will try to manage that.
I would place the minimap in the top right corner (should zoom in an area around you... can you somehow select which units are drawn onto minimap for the player? I could hide the other levels walls then...).
Nahhh.. Make it so that when the player holds tab the see-through Diablo-style map appears
. Should even be possible? Hell no
... unless you could create some galaxy script to convert your dungeon area into 0's and 1's, and convert this into a .txt file or an array-styled grid which then reconverts it back into the Diablo-style overlayed map...
And no, you can't select which units to show on the minimap for certain players. I'm pretty sure you can't do it easily at least. When a structure dies in fog-of-war, it still shows up on your minimap until you reveal that area again and the minimap will update. You could possibly use a 'remove unit' and 'replace unit' on the wall structures and see if this allows you to hide certain dungeon areas - causing the player to have to rediscover the wall lay-out.
Easier option would be just to set the game bounds through triggers to the dungeon. Then if the player moves to another dungeon, reset the bounds and match the minimap.
Edit: Your quick-item bar (slots 1 to 5) on your new UI... allow players to put abilities there! As well as items
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Nahhh.. Make it so that when the player holds tab the see-through Diablo-style map appears
. Should even be possible? Hell no
... unless you could create some galaxy script to convert your dungeon area into 0's and 1's, and convert this into a .txt file or an array-styled grid which then reconverts it back into the Diablo-style overlayed map...
Go take a look at Malum Ruina (may not be published over EU).
And no, you can't select which units to show on the minimap for certain players. I'm pretty sure you can't do it easily at least. When a structure dies in fog-of-war, it still shows up on your minimap until you reveal that area again and the minimap will update. You could possibly use a 'remove unit' and 'replace unit' on the wall structures and see if this allows you to hide certain dungeon areas - causing the player to have to rediscover the wall lay-out.
Easier option would be just to set the game bounds through triggers to the dungeon. Then if the player moves to another dungeon, reset the bounds and match the minimap.
http://us.battle.net/sc2/en/forum/topic/2191101410#1
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