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Xiao Emblem

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126 Re: Xiao Emblem on Fri Dec 28, 2012 6:09 pm

Charlotte


Chick
Doesn't it already? Eh, well if I decide it gets in the way, maybe I can make it move to the bottom when selecting the first couple inventory slots.

127 Re: Xiao Emblem on Fri Dec 28, 2012 6:13 pm

Klokinator

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Admin
@Char thought I had more frames done for the cav? XD

http://klokreations.forumotion.com

128 Re: Xiao Emblem on Fri Dec 28, 2012 6:14 pm

Charlotte

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Chick
I actually think you might've, but I can't find the file. Can you?

129 Re: Xiao Emblem on Fri Dec 28, 2012 6:22 pm

Klokinator

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Admin
I'll do a check.

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130 Re: Xiao Emblem on Fri Dec 28, 2012 6:24 pm

Charlotte

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Chick
I swear, if I can pull this off...

131 Re: Xiao Emblem on Fri Dec 28, 2012 6:25 pm

Klokinator

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Admin
The fuck is all of that? Growths?

OH GOD JUST NOTICED STR/MAG SPLIT

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132 Re: Xiao Emblem on Fri Dec 28, 2012 6:26 pm

Charlotte

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Chick
Yup, growth rates. The whole right side looks really boring overall, though, so I'll need some ideas as to how I can spice it up (beyond shoving the growth numbers over to the right to fill up space, which I did)

EDIT: Oh yeah, and that. But no no this isn't in the game, remember: These are just brainstorms XD

133 Re: Xiao Emblem on Fri Dec 28, 2012 6:29 pm

Klokinator

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Admin
I think the growth rates are fine, but they need to be shaded in because right now they look plopped on.

http://klokreations.forumotion.com

134 Re: Xiao Emblem on Fri Dec 28, 2012 6:55 pm

Jesse

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If you can pull off the STR/MAG split, everyone here will love you, though. We have confidence in you, Char!

135 Re: Xiao Emblem on Fri Dec 28, 2012 7:21 pm

Klokinator

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Admin
So now it's down to this:



VS This:



Which one do you guys think looks better?

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136 Re: Xiao Emblem on Fri Dec 28, 2012 7:54 pm

L95

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The first one with the matching BGs.

137 Re: Xiao Emblem on Fri Dec 28, 2012 7:54 pm

Charlotte

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Chick

Official-ish.

138 Re: Xiao Emblem on Fri Dec 28, 2012 8:10 pm

Klokinator

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Admin
It just occured to me that this is the weirdest stat/growth spread for a sword master that I've ever seen.

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139 Re: Xiao Emblem on Fri Dec 28, 2012 8:14 pm

Charlotte

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Chick
Meh, I could do worse...

Later! For now, we've got another mockup page:

140 Re: Xiao Emblem on Fri Dec 28, 2012 8:16 pm

Klokinator

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Admin
What did the original window look like before you edited it? It doesn't look like you added anything yet suddenly you're short on space for skills, which used to have room for four slots with 24x24 icons, and those wouldn't fit at all now.

http://klokreations.forumotion.com

141 Re: Xiao Emblem on Fri Dec 28, 2012 8:18 pm

Charlotte

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Chick
The original window? You mean this?

142 Re: Xiao Emblem on Fri Dec 28, 2012 8:22 pm

Klokinator

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Admin
oh right, you shrunk the screen, that explains a lot. I never did like how empty the skill window was anyway.

Something seems missing though. There's a lot of empty space after each word in the skill window, try doing an indent behind the words so that they have a bit more substance to them, the whole skills section just looks a bit empty.

http://klokreations.forumotion.com

143 Re: Xiao Emblem on Fri Dec 28, 2012 8:27 pm

Charlotte

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Chick
I was thinking of a solution for that, and one thing came to mind.

Activation chances.

144 Re: Xiao Emblem on Fri Dec 28, 2012 8:32 pm

Klokinator

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Admin
Oh god that is actually brilliant. However, it would be blank aside from the Activation skills, maybe that's not a bad thing?

http://klokreations.forumotion.com

145 Re: Xiao Emblem on Fri Dec 28, 2012 8:33 pm

Charlotte

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Chick
Maybe I could have different things for different skills? Like Critical+20 would show a 20 and Avoid+10 would show a 10? Even though that'd be really redundant XD

146 Re: Xiao Emblem on Fri Dec 28, 2012 8:46 pm

Klokinator

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Admin
No I think you are right about showing activation rates, however how are you planning to show a rate that relies on an enemy unit? For example:

Self STR - Enemy DEF = Rate.

Without an enemy to add to the equation, the rate wouldn't be able to show anything. You can avoid this by using only player rates like (Self DEF + Self LUCK / 3) but then you get lots of boring redundant rates.

Just something to consider.

http://klokreations.forumotion.com

147 Re: Xiao Emblem on Fri Dec 28, 2012 8:48 pm

Charlotte

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Chick
I think in such cases I'll make it use a base rate, so if the equation was Self Str - Enemy Def, it would display Self Str.

Or --, I dunno. Maybe there's something more useful to show there...

Well, anyway, here's the last page!


Actually, I think I'll shrink the top window. Affinity doesn't need a big separating bar under it.

148 Re: Xiao Emblem on Fri Dec 28, 2012 8:55 pm

Klokinator

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Admin
Right now it looks pretty empty. Once you get a mockup of whatever goes at the bottom, lemme know.

Also, I think the two windows should be swapped. Names up top, stats down below. Maybe that's just me though.

http://klokreations.forumotion.com

149 Re: Xiao Emblem on Fri Dec 28, 2012 9:31 pm

Charlotte

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Chick
HEY ML

But he still needs a sword.

150 Re: Xiao Emblem on Sat Dec 29, 2012 12:39 am

Mercenary Lord

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MKAAAY

http://www.klokreations.net

151 Re: Xiao Emblem on Tue Jan 01, 2013 11:29 pm

Charlotte

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Chick
So guys, I know I haven't technically worked on XE in a few days (too much fun with VXAce yaaay), but I've been thinking. Since this is XIAO Emblem, the "Chinese Fire Emblem Knockoff" as it's called by absolutely no one, what if I gave the entire game a more Asian theme? Ditching stone castles and towers in favor of red-and-gold palaces and pagodas, replacing ballistae with arrow cannons, and giving characters, places, and skills Chinese names?

I feel like that kind of change could give the game much more unique personality, but in renaming a lot of the things, I could lose some of the meaning I was hoping to have intrinsic to the names (Goodcastle and Badlands, for example, wouldn't mean the same thing to English-speaking players if translated. Likewise with the character Swift).

What do y'all think?

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