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Hell is other pixels

For as long as I've been slavishly meddling with this project (still only 1/3 as long as the dev time on FFXV), I've been obsessed with getting the pixel fonts just right. This has been...challenging. But recently, after noting that some very helpful and knowledgeable people took issue with tiny, dumb prior resolution, I amended the font and came very close to perfection.

Very close, but not close enough.



That's right. Everything looks pretty sweet except for that tiny bit of overlap between the HP/MP symbol and the numerals. And only at higher levels to boot.

But I hate it.

There are several ways to fix this, though as far as I can tell extending the spacing of the HP/MP boxes is not among them. I can be super lazy and just cut the 'P's' off, like they did in the FF Legend games. This is...not a bad solution, and I probably would have done this if I thought of it initially. I can find or create tiny HP MP icons, which is also a good idea, though I've yet to find anything that works.

Or I can do what I'm currently considering, and redo the whole battle system using portions of Olivia's Octopath Traveler pack. Why would I do something so drastic, you ask? Because I already paid for them.



So, overall it looks pretty cool. I'm not sure if it creates too much empty space or not, I sort of like the austerity of it but maybe so. (Sorry to make you scroll, btw, but I don't want to cut down the image) You'll also notice the extremely sexy and outrageous Turn Order Display is not quite right for the 8-bit aesthetic, though I think it looks good moved into the empty bottom quarter. I feel a little bad for poor Ruin wedged in next to it, but oh well. I suspect there's a way to dummy out the display, and though I've done some murking around in the script, I've yet to be able to. But probably doable.

More challenging would be to revamp it into something a little more retro, which *might* be possible, but I have no idea how to do it. If it is, I would replace the bar with something simpler, and replace the battlers in the display with their overworld sprites (as every SV enemy had a matching sprite). This seems feasible, but I do not have the know-how to even begin to think about knowing how to consider doing this.

So those are my options. As much as it busies up the project, I would like to make us of Olivia's side-view UI, as it is recommended-but-not-required for fuller use of her OTB system. And, as I mentioned, I paid money for it. (An amazing purchase, BTW, heartily recommend it to anyone who uses MV with an extra 20$ lying around).

But I'm open to recommendations/suggestions. The end result could be any combination of what I've mentioned, starting to have second thought about the vertical UI but working to include other of Olivia's elements.

Things have come together quite nicely in the last month, after a year or so of stagnation and roadblocks. After this, I have to continue implementing weapon and spell animations, which is real fml work and gonna go sloooooooooow. Then comes the actual game design part, which between the hell of getting the assets implimented and the GDD I have lying around sounds like a piece of cake. I know I'm wrong about that, but a problem for another day/year/decade.

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ETA: Seeing how I can now dummy out the Turn Order Display, I'm leaning back towards the traditional menus with tiny a tiny 'H' and 'M' in the window. But then I have no charge menu. Which seems acceptable, but might be frustrating for the player.
InfectionFiles
the world ends in whatever my makerscore currently is
4622
The new look is pretty snazzy though
I prefer the first for nostalgia reasons, but both look good. Well... the second one WILL look good when you get rid of the horrible resolution clashing in the turn order cameos.
yeah i think number 1 rule to pixel art is everything should be scaled accordingly. ie If you double the size of one thing, you double everything else.
Cap_H
DIGITAL IDENTITY CRISIS
6625
Number 2 has some serious issues with clashing resolutions.
author=Cap_H
Number 2 has some serious issues with clashing resolutions.


I assume you mean with the turn order display? Agreed, and since been dummied out. Tho I'm still leaning back towards the traditional menu anyways.

Question for y'all. Is a Turn Order Display necessary? Certainly good to have, but how inconvenient is it to have to keep track of the battle order on your own?
Really depends if the gameplay mechanics are super reliant on like "oh if I hit em with a stun the enemy turn gets pushed back." sort of thing. But if it's just a QoL for the sake of knowing if its ok to heal then I've never had an issue without turn order stuff. I assume your turn is being initiated right after something is selected.

The big issue I have is like old Dragon Quest where you set what they're going to do in a row, then the actual combat commences and you have no approximation who is going to actually heal/attack first, because they roll the agility priority after you've decided what to do.
author=Darken
Really depends if the gameplay mechanics are super reliant on like "oh if I hit em with a stun the enemy turn gets pushed back." sort of thing. But if it's just a QoL for the sake of knowing if its ok to heal then I've never had an issue without turn order stuff. I assume your turn is being initiated right after something is selected.

The big issue I have is like old Dragon Quest where you set what they're going to do in a row, then the actual combat commences and you have no approximation who is going to actually heal/attack first, because they roll the agility priority after you've decided what to do.


Thank you, my thoughts as well. I can't imagine the battle system is going to be so complicated that a bit of trial & error won't give you a sense of the attack sequence. Might have to play around with it and see...
Yeah, what Darken said. If abilities stack in progression, turn order is very helpful. If it's more akin to traditional FFs where you just sort of hurl attacks one at a time, then a turn order isn't really necessary.

I do think the HP/MP next to the characters is a neat look, and it certainly makes it abundantly obvious who has what health at a glance. It does leave a lot of screen to just be black background, though. Still, the new style looks cool even through my extremely thick nostalgia goggles.
author=Kaempfer
Yeah, what Darken said. If abilities stack in progression, turn order is very helpful. If it's more akin to traditional FFs where you just sort of hurl attacks one at a time, then a turn order isn't really necessary.

I do think the HP/MP next to the characters is a neat look, and it certainly makes it abundantly obvious who has what health at a glance. It does leave a lot of screen to just be black background, though. Still, the new style looks cool even through my extremely thick nostalgia goggles.

Ultimately, the turn order display is something I'd prefer to include in some way shape or form, but until I can figure to make it how I want it, it'll have to kick rocks. I'd like to do something to indicate the battle order, but it won't ruin the game without it, so it can wait.

As for the sideview UI, I think I'd like it better if I can put a window around it, with it floating in the darkness like that the font loses some of its depth. Also, using the sideview window required me to reduce the space beneath the font by one pixel, which ends up creating a slightly wonkier font (check out the 'y' in the name Fury to see what I mean). I'm still leaning towards the standard menu, but the temptation of using Olivia's patented proprietary script technology might be too great. We'll see, it's not that hard to switch between the two atm.

(BTW, happy New Year, y'all! Don't post here often, but RMN peeps are in my <3 )
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