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Messages - Holey Moley

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781
Beginner and other Nonsense / STICKY: Facts of this board
« on: March 29, 2014, 11:12:23 PM »
Posts to this board do not count towards your forum post totals. So if you only post in this board you will appear to have 0 posts. It's no big deal.

Topics/threads in here are ephemeral. That's why posts don't count towards totals. This means the threads are subject to removal by regular pruning. How regular? Maybe never. We'll see.

Does your post belong on this board? If it isn't about the development of Sword of Moonlight probably. But don't worry about it. Your topic will get moved to the appropriate board.

Also don't worry too much about what you post in here. But do keep it at least tenuously related to Sword of Moonlight. Anything not related to SOM in these boards, on this site that is, is subject to deletion. In fact it should be promptly deleted.

What is related to SOM? Well lots. Anything about art and games in the abstract is related to SOM, but not all kinds of games, and probably not all kinds of art. A lot of things aren't though.

If you are just posting to be social you are probably in the wrong forum. This is not a social forum. You are not here to make friends, or find your soul-mate, or relate your daily activities and personal trials and tribulations. If you want to be private friends or colleagues with someone, shoot them a Private Message. In fact, that's the only thing you should use PMs for. Don't try to maintain a private relationship via the PM system. Trade personal contact information and take it offsite.

Yes it's the Nonsense forum, but your nonsense must stay on topic, namely in relation to SOM.

782
Beginner and other Nonsense / Re: Bug Reporting? (And possible help?)
« on: March 29, 2014, 10:36:49 PM »
FYI: I am experiencing the same problem. It will be interesting to see what is happening...

The library isn't loaded into the process. I think probably the file is locked by the system. I will look into it after the weekend. But I write to say that everything is not okay. The file isn't actually copied into place. So you will need to perform the manual copy operation as described on the second step I think.

Whatever is the case this is a new development. I can't think of anything really, except maybe the APIs that query the version of the existing file are not relinquishing it, or not being utilized correctly. I do remember making some changes around that not long ago. I almost never use this system myself because I "build" the files so there no reason for me to ever download them.

At any rate, good find. Only good things come of people using SOM. Testers are what SOM needs right now more than anything else. If anyone pretends to be interested in SOM and is not helping with testing, they are not people to be trusted.

783
Beginner and other Nonsense / Re: Bug Reporting? (And possible help?)
« on: March 29, 2014, 10:14:17 PM »
BTW: The only thing you really need to know is if you make custom PRT files, map pieces that is, you can use any name for the files, that is you are not limited to names 0000.prt through 1023.prt, and you are not limited to 1024 pieces per project in that way either, although you are still limited to 1024 per map...

But most importantly the name of the icon file is very important, because the system that makes it possible to setup maps in a sane way without corrupting the MAP files expects the icon name to be a permanent unique ID.

See http://en.swordofmoonlight.org/wiki/SomEx#Breaking_changes for more on this and other major changes.


EDITED: Also I recommend you not mess with the default speed and turning settings in the Sys.dat file. There's almost no legitimate reason to change these for any game. I'd write them down before changing them so you can put them back.

784
Beginner and other Nonsense / Re: Bug Reporting? (And possible help?)
« on: March 29, 2014, 09:55:34 PM »
Despite the error messages, it seems to work fine actually.  I'll have to ask about the other features as I go along.

If there are error messages there is something to it. If the problem was in the download part I wouldn't be all that surprised, because I had to experiment with putting the process to sleep to get the Microsoft download APIs to work reliably, which means they must be fundamentally broken, and that they shouldn't be relied upon. But the unzipping and copying over step should work without a hitch unless something is wrong, it's also possible that the error message is triggered when it should not be.

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Supposedly there was an extension that would allow you to scale up certain objects?

I don't understand. You can do that already both in SOM_PRM and again in SOM_MAP. But there are limits I think which probably ought to be removed. I've been working on this for four years or so, but the truth is I only just broke ground on the tools late last year. Up to then all that had been done was to make them to work reliably but without any changes.

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That I did do, but I guess it must have had an issue when I installed the normal SoM AFTER the SVN one.

When you download the files here it is as if you are installing SOM. There is never a reason to install SOM any other way unless you were just curious to see how From Software left it because you can't believe the rumors of how bad it was.

At any rate, if you do that you need to run Setup.bat again. It places a key in the Windows Registry that indicates to SOM where to find its installation files. You can supply an alternative install directory to SOM_EX.exe via its commandline/shortcut arguments, if for some reason you need more than one installation.

Since SomEx has no competitors and likely never will, it is Sword of Moonlight. To be a competitor you'd have to be an independent project that thinks there is some reason to patch over SOM's bugs in a different way even though it's already been done, which would be preposterous. That project would be laughed off the face of the planet, it couldn't possibly come into being, so the distinction is pointless.

If you need to talk about SOM with its original bugs and otherwise unprofessional qualities all intact I recommend saying Som2k or Sword of Moonlight 2000.


PS: To change the default installation folder you can copy Setup.bat into another folder and run it from there. You can also edit the Software/FROMSOFTWARE section of the registry yourself. I could be wrong but I think Setup.bat just adds that key to the registry.

785
Beginner and other Nonsense / Re: Bug Reporting? (And possible help?)
« on: March 29, 2014, 07:16:13 PM »
^Oh BTW. I just noticed you explained that the updater problem is in the unzipping/installing step. I will look into that specifically this afternoon I think (so no need to post a screenshot or anything)

Finding a bug is always cause for celebration. Not demoralization.

786
Beginner and other Nonsense / Re: Bug Reporting? (And possible help?)
« on: March 29, 2014, 06:54:50 PM »
EDITED: By the way. I would just backup your C:\Sword of Moonlight folder and install to there. Or wherever you want your SOM install to be. You don't need the old folder since now you can manage your projects in a sane way, which means not putting anything in your install DATA folder ever. Besides anything in there will be clobbered by Updates.

If you've collected custom artwork that you intend to use you should place it in a custom workshop folder. You can have as many of these as you like. You definitely want to use the PRF files here for anything that comes with SOM. If you have doctored models and texture files you should put them in a separate folder so that they override the ones in the install folder. If the PRF file names have been changed from the ones that come with SOM you'll probably want to delete the PROF folders so that only the models and textures are overridden so no new/duplicate profiles get added to your project (if the PRF files actually have value added changes you should just identify that on an individual basis and put them back with the original file names.)

These are best practices. Basically files in the install folder are public files from online authorities. Whereas files you manage as part of your project are your private files. You don't want to mix the two up (this is all controlled with the variables in the SOM project file. For instance data files use the DATA variable)


BTW if you haven't collected custom or doctored artwork you should know that there are a lot of blemishes in the files on SOM's discs and the artwork on this site hasn't been doctored in any way. That's not a point of policy, I just haven't gotten around to cleaning up the artwork as part of the ongoing preparation process.

787
Beginner and other Nonsense / Re: Bug Reporting? (And possible help?)
« on: March 29, 2014, 06:45:22 PM »
The installer still gives me grief when It asks me for a file update, mainly with unzipping and replacing SomEX.dll.  I have to replace it manually, so I wonder if there is something running in the background that prevents this?

The only thing that should prevent the update from the get go is if SOM is already running. Or possibly antivirus software. You can use the Task Manager and go to the Processes tab to see if there is anything that looks like SOM in there and kill it. These days a process being stuck in the background like that is very unlikely though. With antivirus software you should just whitelist SOM_EX.exe or just use the default security stuff that comes with Windows.

Also if you go to the Systray/notification area there is an icon for the SOM_EX program that can be used to Exit everything cleanly from the right-click menu. Windows 7 and maybe Vista too hide these icons by default; a real nuisance if you ask me, since its very easy to hide your own icons, but I don't know if I will go to lengths to prevent the hiding or not. If even possible. If so the Start.bat file would do that.

If you can post a screenshot or use Spy++ to capture the text of the error window that will help. I may have to do a full install from scratch myself and get back to you on this. It's possible that the bootstrapping is not cutting it. Also if you cancel any of the first updates or they don't work then that can be a real problem, because the updater itself may need to be updated as a first step.

Strikeout: I see you explained the problem was in the unzipping/installing step.

I've been considering doing a trial install anyway. If you go to csv.swordofmoonlight.net you can find all the latest versions of each DLL file. That should let you get to work at least.

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I installed it through the SVN, so I think I was following the necessary steps, I'll have to try again perhaps.

I see you saw my other post,  so:  I want to start a new project, BUT!  whenever I start it, it seems to direct to the original sword of moonlight toolset and data (C:\Sword of Moonlight\)  and not the EX tools and dataset (C:\Sword of Moonlight EX\)

Did you run the Setup.bat and Start.bat files? To use Sword of Moonlight/Ex you need to launch through SOM_EX.exe. I think you must be or you wouldn't have seen the updater. There are two kinds of updates, there is the active SVN update that you do, and the updater (Somversion.dll) that downloads the DLL files when it detects that they are older than the ones listed in the CSV files in the TOOL folder.

Quote
So I wonder, should I uninstall Sword of Moonlight and SomEX, and reinstall EX via SVN again?

EDIT:  Uninstalling both and just installing EX seemed to have helped a bit in regards to IMAGES.INI.

The release before last made it easier to start a new project with SOM_MAIN by automatically moving a lot of default configuration files into the new project folder, including IMAGES.INI. That file I don't like that it's in the project's top folder, but it's a throwback to years ago that hasn't been worked on since (edited: there is probably an extension for moving it elsewhere, and for standalone games it goes in an out of the way folder by default)

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I'm going to mess around with this more.

The way install works in my imagination is a person comes to the site and reads the pages or finds the README/English.txt file first, and so uses a Subversion client to Checkout everything. Then I assume they will see the Setup.bat file, which should also be part of the documentation, and click on it. I assume people still click on Setup files reflexively but you never know.

Then you would think that the Start.bat file starts things, but it actually sets up the Start menu. Then you use the Swordofmoonlight.net folder in the Start menu to run Sword of Moonlight from there on out. 

Since the release before last the only hitch is you need to add a language pack to the TEXT folder if you don't want Japanese. And you need to do that before you make a new project (assuming you don't do that in Japanese) to get the English default configuration.

Of course there can always be a bug in the mix. I won't find out until I do a fresh install. I may do that today, but it may be Monday before I get to it.

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EDIT2:  The Kage issue is fixed now, now I have to deal with the missing files.   Where can you get those files anyways?  I don't remember them in the original files.

It's because they are not in the original files that the message appears. I can't really search for 113.mdl in the site's database because it doesn't exist so the results will show up empty. I doubt it belongs to a PRF file anyway. Most likely it is part of the Sfx.dat file. So this won't likely get fixed until there is an alternative to the Sfx.dat file system (because PRF files need to be used for "magic" like everything else.)

I think I will just add a 0 sized 113.mdl file to the data/sfx/model folder. But I worry that could break the magic spell because I don't know how this works. I would be safer if I knew what used that spell. And that's hard to tell with the sfx system. If it's one of the player character spells it could be easier to figure out. If so it would be one of the image only spells.

In fact I worry that I may have already broken some spells if I tried this before. I know the Haze spell (purple fog) crashes SOM_PRM if you preview it. It's probably something worth investigating (there's always just so many somethings)

Quote
And for the question of the moment:  Is there a windowed mode for map testing?

The recommended default configuration files (the same ones that are copied when making a new project) should run games inside a window. When you test a map you just launch the game really. So whatever your project's game settings are is what you'll get.


PS: At some point I do intend to prepare an installer, that will just do the SVN stuff automatically. It won't be the recommended method, but it will be an available option. That will come about sometime between now and Beta, which is just a way to say probably not anytime soon.


788
Beginner and other Nonsense / Re: Bug Reporting? (And possible help?)
« on: March 29, 2014, 03:23:47 PM »
Hello, new member here, and I wanted to get some help with Som-EX.

I have been messing around with Som-EX, mainly with the map editor, and it seems that I run into a few issues when I try to run the map or do project preview.

It would say that various files are missing like Kage.cp or 113.mdl are missing or can't be detected.  Is there a way to fix this?

The updater seems to be a bit odd whenever I run it as well (I would have to replace the .dll file manually whenever it gets an update,) saying that something is interrupting it even though I don't have anything messing around with that file in the background.

For some technical info, I am using Windows 7 64 bit.   This might make things difficult.

First of all it's SomEx, or simply SOM.

The alerts for Kage.cp and 113.mdl are normal. This tells you your project is missing those files. SOM tries to read those files but doesn't provide them. Your install may be out of date. I think I added a kage.cp file, but maybe not 113.mdl. That's likely to be a special effects model of some kind.

It should work to just make a 0 sized file of that name in your project folders to suppress the message box. There is an extension to suppress the box but it shouldn't be used by authors (its for programmers)

I don't have a test machine for 64-bit, but it shouldn't matter. Everything should run under the WOW 32-bit subsystem.


As for the updater. The main problem with it is there's no way to manually run it at this time. If you open the CSV files in the tool folder and save them so that they appear to have been changed, that will trigger the updater. Normally the updater runs after you update your files.

The other problem with the updater is people don't read the text and believe that it keeps popping up, but really each time it's updating a different file.

Please make sure you've updated everything. The release just yesterday was very important. Like the blog says it fixes bugs that made things unusable going back more than a few months since there hasn't been anyone independently testing things in all of that time, and my usage patterns are not exactly typical.

Anyone else using SOM Alpha is a big help to SOM. It demonstrates a real show of social responsibility. Or at least that someone out there cares about SOM.


EDITED: Also. Another thing about the updater is the files it updates are not part of the Subversion file tree. The reason the updater even exists is because it is impractical for these files to be versioned the same way the other files are, because they are large binary files that are ever changing. So the moral here is the versions of these files that are in the TOOL folder are quite old, and only exist for bootstrapping purposes.

Another thing to keep in mind is I almost never install SOM from scratch from the files here. I just don't have time to. So I rely on feedback. The same goes for the source code, I don't know if it will actually compile. It should, but I've never tried. I won't find out until someone tries to do that independently because I just don't have the time. Or rather I can't rationalize subtracting the time that would take from the time required to develop SOM.

789
Beginner and other Nonsense / Re: Getting started: bugs and errors.
« on: March 29, 2014, 03:11:56 PM »
I should have took the time to search this section...

I started recently as well, and I ran into a similar issue that SaneGino did.

However, when I started another project, it said that it was missing the IMAGES.INI file.  Now the funny part is that it was directing to the Sword of Moonlight folder, not my Sword of Moonlight EX folder that I made for this project.

I did the alternative path, but I don't think that helped in terms of the IMAGES.INI issue.

How would I go about fixing this?

The information here is outdated. I think you should make a new thread in this board, and explain first if you are migrating an existing project, or beginning a new project. Because that will make a difference.

Either way the easiest approach right now is probably to make sure you are up-to-date and just make a new project, and then copy your existing project over it, and begin working with the new project folder.

Also I encourage you to make a new thread so something can be written there about best practices. The biggest difference between now and the information here, is now we use the project's SOM file for matters such as where to locate files and folders (this is explained in the Getting Started page, but likely not very well. SOM is Alpha right now. So you shouldn't expect setup to be a walk in the park, and shouldn't be afraid to ask for help. But neither should you not try to do as much on your own as possible.)


EDITED: I see you've made a new topic/thread already. Why not just use that one to carry on? I've moved it to this board: http://www.swordofmoonlight.net/bbs2/index.php?topic=177.0

790
Devs / Re: EXIT: A long time coming
« on: March 23, 2014, 06:44:15 PM »

Before I forget. I've come upon a few bugs in this release. The most embarrassing just now, going back to late last year, I just noticed when using version 12 MAP files--which happens by default if version 13 is not required by the project's PRT files--MapComp.exe will not convert the MAPs to MPX.

It's water off my back, but will be fixed in the next release. Which should be only a day or two from now.


I don't stand for bugs. I drop everything to fix them. But if no one knows about it, and shares their knowledge with someone who can do something about it, then it can't be helped.

791
Devs / Re: EXIT: A long time coming
« on: March 02, 2014, 05:04:06 AM »
What's in this release is mostly text edits within individual files, which are in turn mirrored in the accompanying language pack.

In addition the SET file system comes into its own. You can see various set files within this (http://svn.swordofmoonlight.net/data/item/prof/) folder.

The names of these files are picked up as individual sets separated by spaces. So you can use those to control what profiles appear or don't appear in SOM_PRM and SOM_MAP on a per project basis by way of the DATASET variable of the project's SOM file (actually each SOM file is itself a project. Technically that is what is meant by the word project. A SOM file. Still everyone on a team can have their own SOM files sharing the same project data spaces.)

Separate from the SOM file, how profiles are presented within SOM_PRM can be controlled with the sort_ extension. It's been around for a few releases, but two new forms have been added to its syntax for this release. These are not yet documented in the preliminary/unofficial wiki documentation. The simple sort_=x form introduces a separator into SOM_PRM's menus. Needless to say it cannot be selected and will not appear unless profiles are sorted between it and the next separator. The second new form omits the = or leaves the right hand side blank. All of the sets on the left hand side will then be appended to any following sort_ directives...

This is illustrated here (http://svn.swordofmoonlight.net/data/my/prof/Ex.ini) and also in English here (http://svn.swordofmoonlight.net/SAMPLE/Example/Example%20Ex.ini) ... note that you may need to refresh those pages.

You can also see all of the sets that are part of this release within those files. With DATASET and sort_ you can combine sets. DATASET is much more flexible. Whereas sort_ only understands all or none matching. However the built in sets included for the most part are simple flat categories. They are very fine grain too, intended to reconstruct the convenience afforded by the From Software naming conventions, so I don't recommend them wholeheartedly for use with DATASET just yet.

At a latter time I intend to add a new quasi-centralized CAT file format for constructing abstract sets and synonym-translations. Simple rules like swords=longswords shortswords or Schwerter=swords. And I also put off setting up sets according to the games the profiles are from. I just lumped everything into the "of From" set, which is the grandfathered-in set for profiles that don't belong to any actual games.

The PRT files are mostly just changed to correct typos and add measurement information (along the height axis.)  Also the names have been changed to add the basement of King's Field's dungeon to each description. Although long term I would prefer to remove all of the duplicates entirely, refactoring them somehow into a "variants" system... mainly because they're too much trouble to manage individually, and they just look like a lot of bloat.


There is only one language pack, English/Neutral+Default.zip, as the link in the blog post says: http://svn.swordofmoonlight.net/text/English.txt (note that TXT files are "README" files. Not language packs)

If you want English you must figure out on your own that you need to set this up for yourself until I can come up with something better. But other than that getting setup with the files here is now easier than it has ever been if you are just needing to start a new project, because somehow the SOM_PRM category system needed to just be there by default. So there is a new system that copies one of the two Ex.ini files linked to above into a new project (as setup by SOM_MAIN. Although SOM_EDIT makes the changes when it encounters a new SOM file for the first time. Which is easy to detect for now, because the tools are made to think that the project directory is > or literally a greater-than sign, and so that becomes the name of the new projects. Of course SOM_EDIT now corrects that.)


Of course you don't actually need English since the last release, since Japanese should work, even if that isn't your computer's legacy region setting. But if you don't setup English before you make your new project, you will be stuck with the Japanese default config file, since it is only copied upon creation. Truthfully you are supposed to customize this for your own uses, but by providing a default configuration, the old Sword of Moonlight 2000 functionality is restored out of the box.



EDITED: There is a slight bug that I realized thanks to this post. I won't patch it alone though. In short sort_ is treated as a blank separator, when it should be treated as clearing the appending function. I already decided on this; implication being that disabling a separator is impossible. In general separators are very useful and should always be used, so that's not a problem really. But I realized that I'd added these functions in the "wrong" order and therefore likely the separator function was getting first dibs. And so that's the bug.

792
Devs / EXIT: A long time coming
« on: March 02, 2014, 03:05:39 AM »
*cough* *cough*

There is a new release up — concluding what became five months work to ready textual translations for Sword of Moonlight’s core tools and data files. What we have is bare bones for now. For Japanese you won’t need to change a thing. For English you will still need to follow these directions until further notice.

What’s changed, aside from every single profile in the DATA file tree, is things are now known by their names. For example, the Moonlight Sword is no longer described as “Great sword [2]“, but is instead described simply as (wait for it) “Moonlight Sword”. Just the same all characters are described by their name as it appears in the King’s Field remake/sample game. Or more precisely the names were taken from the original PlayStation game. The remaining profiles are assigned characters taken from the game’s sequels.

The rationale behind this change is to make it easier to pick a profile out of a menu, but also to make way for future profiles. Of which we can assume there will be a multitude. Last but not least, in order to restore the original convention (although as a matter of fact, there is ample evidence in the profiles themselves that this policy change actually reverts to a prior, long lost, eventually overturned policy) a new system has been devised to allow project managers to sort profiles into arbitrary groups, or sets, and all of the profiles have been assigned to more than 100 such sets as part of this release.

The sets are not the same, but similar. The Moonlight Sword is part of the longsword set, so it appears alongside other longswords, rather than “great swords” — of which there actually are none. Oh and! In an unexpected twist, this release makes it easier than ever to get the most out of Sword of Moonlight thanks to some additions to the “new project” step.

Further details (and patches) are as always covered within the forum addendum, but before going any further I must remind you that this is really just one more of many more steps. In the right direction sure. The text is all done. But the art is still a shambles at best, and so on.


First a word of warning. This release alters all of the profiles (PRF and PRT files) that came with SOM. So if you've changed any of those files and perform an update operation, your changes will be overridden, so first back things up. Needless to say you shouldn't be working this way.

Next I need to finish my laundry... I'll have a lot more to say on this later :coffee:


EDITED/BTW: This is SomEx version 1.1.2.8. Sompaste.dll (required) gets a new version too.

793
Beginner and other Nonsense / SONY owns Demon's Souls (assuming Dark too)
« on: November 25, 2013, 09:43:17 AM »
I just came across this link:

Q: Sony owns the Demon’s Souls IP. What are you going to do with it?

A: We never sell our IPs. Well, I should never say never, but it’s not our business. Our business is to grow our IP and we love Demon’s Souls. From Software is a very important business partner, so we’ll see.

Actually, I got there from here (http://www.destructoid.com/demon-s-and-dark-souls-influenced-the-ps4-s-development-266215.phtml) which is interesting too, but not really.

It's kind of weird that after all these years From' is becoming a bit of a darling, even while their games are technically getting worse in terms of outright quality. Or at least, Dark Souls can't hold a candle to King's Field.


Still I wonder what the ramifications could conceivably be down the road if From was to end up a de facto division of a behemoth like Sony.

Armored Core V failed to find a real audience, even after it was given the whole Demon's Souls treatment. I don't know of any other games that From' does really. It's interesting to see though that the mainstream gaming audience is only beginning to figure out the real value of From Software. I've recognized this forever of course...

The same can be said for Atlus. These were the only companies still making (traditional) video games after the mainstreaming of video games. It seems like their sticktoitiveness might finally be paying out dividends.

Unfortunately their product has been so adulterated, while beginning to obtain the recognition that they always deserved, the actual output has had to suffer like everything else.


There were about three titles on the PS3 that I actually played. If you crunch the numbers, and current trends continue, that means the PS4 should having something like 0.1 games that will be worth playing. So it's not even worth browsing through the catalog at this point.

I just wonder what it might mean for Sword of Moonlight at this point if From' merged with Sony. Would Sony throw its weight around. I hope not. But behemoths are known for their senselessness :rolleyes:


PS: Doesn't it seem weird that Sony owns From's IP? I'm guessing this is as a good a reason to guess that we won't be seeing a From' kissed King's Field game ever again as any.

794

You know, I just remembered an idea I had just days ago that is the right way to think about this I think.

I thought about it while translating SOM_PRM actually. Or was reminded of it. BTW, I made room for up to 15 status effects on the item page.

But I just want to speak on the icons.

I think a game like Dark Souls is often very much ruined by these kinds of icons. They are distracting. And the effects that you see applied to the player model are even more distracting, obnoxious basically, to the point that you avoid beneficial equipment or whatever because it has this cosmetic side effect that ruins the game for you. It's basically like a negative effect, just as bad as items that curse you or turn the lights out.


Anyway I can't speak on the player model effect end. In general I just don't think auras or whatever should be used unless there is some obvious reason for doing so. And if so there should definitely be an option.


But on the icon side. What I think needs to be done, is each icon should be a letter in a font. So that authors can pick an icon from a font with symbols, or in the case of SOM just use Japanese characters. Each icon would be able to specify its own font, so that you don't have to be restricted to one font.

But what is more interesting I think would be to make a custom font, just for Sword of Moonlight, that doesn't have letters, but just useful symbols. Like a dingbat font. Then there could be more than one version of this font mapping for different styles...

I think just a monochrome font would be so more more eye pleasing. But also it can scale well, and could be used for the function overlay too. The same way the Dark Souls games use symbols in the statistics page. Because to be honest, some concepts don't even translate naturally into English, even though you know what they mean exactly, there is just no word, and English is not an abstract "know what I mean" language like Japanese... never mind the stumbles that other languages might represent.

I find the 3 "physical" affinities especially confounding to communicate. The best I've come up with is Edged, Blunted, and Pointed Attack. I mean even the word Attack is not really appropriate, because we are talking about a kind of touch/impact or whatever, or how two shapes interfere with one another. Probably symbols, like Demon's Souls and Dark Souls use is as elegant a form of expression there could be in this case.

But regardless of that, and what the player prefers, when you talk about arraying icons up in the persistent on screen HUD, the only thing I would personally find completely acceptable I think would be symbolic fonts...

Like a skull for Curse, maybe pseudo sign language would work very well. Like a person from the waist up, and from the waist down in the case of equipment damage indicators. Plus with fonts you could colorize them pink/red or whatever as damage becomes severe. But anyway, like a person shape covering its eyes for blindness and so on. With contrast the outlines would be very evident.

Like a straightjacket pose for paralysis. And a half in/out version for half-paralysis (Slow or whatever... I like to think of it as becoming free from paralysis, dizzy, or slogging through muck or spider webs for instance)

Maybe arms crossed like a mummy for poison. Symbolizing skull and bones.

The curse one could look like a skeleton Halloween costume, like Voodoo.

Then you could have the ills on the left, and equipment damage indicators on the right.

795
Beginner and other Nonsense / Game Design: Wrongs (and therefore Rights)
« on: October 03, 2013, 07:35:38 AM »
Just post anything you think is both wrong and counter-intuitive with contemporary game design.

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I was personally offended by this:

https://www.youtube.com/watch?v=hnxVOUSzX4A

EDITED: fixed the link; since Extra Credits moved from Penny Arcade, it'd gone dead.

This is emblematic of everything that is wrong with games to me, level design wise.


First. This is fine, if your goal is to make a clockwork game that is thoroughly contrived, like Legend of Zelda. But if your goal is to facilitate an engrossing and compelling experience, no, no, just no.

I love King's Field because it doesn't follow this pattern. The example used in the video is if you climb up a cliff, and don't find a reward waiting for you, then your game just cheated you of something, and you should scorn it.

No. That's just training the player to look in the weirdest places for no reason. And creating a very artificial atmosphere. If you want to climb a mountain, do it for the fun of climbing a mountain.

If the game gives you no reason to climb the mountain, then don't. Why would someone climb a mountain just to perch a treasure for you to find on its summit, and then climb back down?

In King's Field. You may trip over a piece of equipment that will prove  indispensable for the entire game. Or you may struggle for hours against impossible odds, for absolutely nothing.

This is how it should be.

If you don't like that, then go make a Zelda clone, your game will always be relegated to that tightly nit pseudo-puzzle are you serious? shoebox :box:

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