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Genesis2D Forums « Forum « News and Announcements « Genesis2D News « User Poll - Alternate G2D Version
Poll
Question: What sort of interface would you prefer?  (Voting closed: February 10, 2010, 04:31:27 PM)
Scrolling maps (Smaller game screen however) - 9 (64.3%)
I love it the way it is. - 5 (35.7%)
Total Voters: 13

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Author Topic: User Poll - Alternate G2D Version  (Read 1070 times)
Devo
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« on: January 27, 2010, 08:06:15 AM »

Hello G2D Members, while we sort out bugs and other issues
pertaining to the current release - I am still continuously
bombarded with questions regarding the old layout.

Now the following screen is merely an example of what I'm talking about,
it is not the end product.

The old style was scrolling maps (but no sliding transitions)

The maps can be custom sized by you, the developer - and can
be as large as you are happy to distribute.

People have asked for seamless maps..

The very last time I'll answer... NO. not in Dx7.

We ARE doing seamless environments for Dx8 - thats a promise.

But for those that will always use the free edition of G2D,
you have asked time and time again to bring back a solid GUI,
with inventorys and other things all embedded in the side menus, leaving the game screen less cluttered.




Now this is not a small amount of work, but I have done it before and doing it again
would not be so bad (there will be issues like Night mode etc, but we'll work them out)

This version of G2D would be IDENTICAL to the current release, but just handle maps differently - that is all. I still need to discuss the logistics with the dev team, but I want to run a poll and see if it's even worth doing.

So the poll options...

1. I want a GUI more like eclipse, or something that is embedded

2. I like G2D the way it is, it is unique and I have no problems with it.

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Sylexus
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« Reply #1 on: January 27, 2010, 08:49:10 AM »

IF there's no seamlessness in the DX7 then there should definitely be a toggle option for scrolling
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Devo
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« Reply #2 on: January 27, 2010, 08:52:57 AM »



You wont get a scrolling toggle, not with the way the maps work.

If this poll goes that way, you as a dev will pick which type you will
use, and youy wont be able to swap over to the other mode later on, so
if you choose, choose wisely.

« Last Edit: January 27, 2010, 08:54:51 AM by Devogen » Logged

Sylexus
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« Reply #3 on: January 27, 2010, 09:05:48 AM »


If this poll goes that way, you as a dev will pick which type you will
use, and youy wont be able to swap over to the other mode later on, so
if you choose, choose wisely.



Ok, that sounds fine, at least it gives people the option
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Devo
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« Reply #4 on: January 27, 2010, 09:11:26 AM »

there is too much that needs changing if we make it a dual option in the client, and I feel it would add instability.
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Sylexus
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« Reply #5 on: January 27, 2010, 09:15:09 AM »

there is too much that needs changing if we make it a dual option in the client, and I feel it would add instability.

that's logical, no purpose in overloading it for everyone when half the features that are toggled off are consuming member
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Drydin
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« Reply #6 on: January 27, 2010, 09:25:37 AM »

Scrolling maps: i need a bit more of an explanation(i apologize) as to what it actually looks like and functions as. Are you referring to a map style similar to XW? i gave up on mirage before i ever got into mapping so that is no reference, and aside from XW(xtremeworlds) i have no real 2d references as the majority of my engine experience is using 3D engines such as torque and unity.

Personally i enjoy the current setup but i feel it is cumbersome to the map itself.
     EXa: the bars at the top and bottom of screen as-well as the hp and mp balls cover up parts of the map.
     EXb: When in the caves, you cannot even see the exits from the map because the bars cover them up.
     EXc: Monsters, those who use 32x32 sprites will often see there are sprites who disappear behind these things.

This i am sure is/would be very problematic for someone who did not know the layout already or who did not know of the mini-map.

Having a "solid" GUI of which its functions and displays are static i feel would be a good thing.

     EXd: in XW there is a section on the right hand side, each option u switch to simply appears at that location, which consolidated space while allowing functionality. EXd Image Ref1/EXd Image Ref2 Notice how in the first that section shows equipped items, and in the second shows the stats.

I am too torn on this decision to vote one way or another untill i have some further information, sorry.

Is it possible to make a mock-up client for people to test? possibly just an updated version of an old release that was like this?
Quote
The old style was scrolling maps (but no sliding transitions)

The maps can be custom sized by you, the developer - and can
be as large as you are happy to distribute.
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Devo
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« Reply #7 on: January 27, 2010, 10:49:01 AM »

Well, your reasons are WHY this poll exists.

The Mana.HP balls do take up alot of screen space.. and so does everything else..

Would it be more benficial to everyone to have a smaller game screen like in the picture,and everything else is by itself.

By  making this change, I would also make the maps scroll as at that size, its too small for static im sorry, well i wouldnt play a game with a screen that size TBH, not if it didnt scroll
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Drydin
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« Reply #8 on: January 27, 2010, 10:51:17 AM »

BUT if you made the change we would be able to chnage the size of the screen correct? so technically if we wanted to we could make it the size it is now (possible lag)?

is that correct?
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Sylexus
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« Reply #9 on: January 27, 2010, 10:54:21 AM »

Would it be more benficial to everyone to have a smaller game screen like in the picture,and everything else is by itself.

For some people (me included) it sure would

I dont like how the map is crammed with GUI that only dissapears when you walk under it. I would much prefer a 20x16 map space it meant more GUI options in the main screen. And scrolling is probably my most wanted feature
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Devo
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« Reply #10 on: January 27, 2010, 11:07:36 AM »

BUT if you made the change we would be able to chnage the size of the screen correct? so technically if we wanted to we could make it the size it is now (possible lag)?

is that correct?

Nope, as per normal with any 2D engine, you specify the dimensions in TILES.. not in resolution.

So for example...

Currently the G2D game screen is a full 800x600, comprising of 24x18 squares usable.
But have sliding, preloaded transitional maps with multiple attribute layers.

Other 2D Engines went for the basic 640x480 with all the guff on the side bar, like the Equipped items, inventory etc - and with a scrolling map size of 30x30 tiles - and 1 attribute per tile.

So currently... on any of those engines you have a possible 900 tiles that you can roam around per map - and that means you need to be alot more weary of what tiles you use - remember 1 attribute per tile.

So in your question  - no you couldnt expand the overall size, but you can specify the amount of tiles WITHIN that space...

So example.. 64x64 tiles scrolling..  more even, depends on your clients pc's



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DarkGod
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« Reply #11 on: January 27, 2010, 01:27:09 PM »

Damn, I love that screen shot. Well the gui in the screen shot
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Sylexus
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« Reply #12 on: January 27, 2010, 01:36:54 PM »

Damn, I love that screen shot. Well the gui in the screen shot

I love it too, and since it was taken things like the hotbar, minimap, and more buttons on the GUI have been added. I think it'd be great to stick them on the edges rather than cram your map so you can't see parts of it
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« Reply #13 on: January 27, 2010, 01:54:49 PM »

well, its not like i havent got it ready to port over... its in an old source somewhere...
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Drydin
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« Reply #14 on: January 27, 2010, 02:03:28 PM »

personally, i think the game should stay as it is and just gain a solid gui that does not impede on the map space.
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