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LoZ ORPG GUI Plans, We need your help deciding.


Dark Crusade
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Below are two ideas for myself and Japez's project. We would like to hear your opinions for deciding which idea to use. I will not post a poll, because I would like to hear your opinions on which GUI setup your prefer best.

![](http://i226.photobucket.com/albums/dd278/itzjapez/GUIidea2.png)

![](http://i226.photobucket.com/albums/dd278/itzjapez/GUIidea3.png)

Thanks guys,
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Japez seems to have all the votes here lol.

My original concerns was that, since the game is 2D not 3D, the chatbox and such may obstruct the view of the map, and considering that you can not manipulate camera angles etc (being the game 2d), this could prove a hassle. For example, it might be hard to portray the bottom left corner of the map with the chatbox there, even if it is transparent. I for one wouldn't want to drag or minimize my chatbox either.

Same story with the inventory window etc, I always liked the idea of being able to have one active for convenience, without it obstructing my view.

But that's just my opinion, I'm eager to hear everyone elses.
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Theres ways around blocking places of the map. We are using scrolling maps so simply move to the side a bit would clear your view, and i doubt it would obstruct it because the actual chatbox will be at a low opacity, while the text on the other hand will be more visable.
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Dude everyones for the second one :p
I actually like the first one
( not that it matters anymore, 2 is heavily outvoting 1 )

But i like it because it gives a screen for the map to be in,
and the second one, its got all this stuff floating around,
and like its already been pointed out, the game isnt 3d so it kinda messes with that

The second one feels too… open . in a way
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@â—„_Desiderium_â–º:

> What they said.
>
> But the first one if you have trouble programming anything :p

Trouble? trouble isn't in robins dictionary. ;)

@Bone:

> Dude everyones for the second one :p
> I actually like the first one
> ( not that it matters anymore, 2 is heavily outvoting 1 )
>
> But i like it because it gives a screen for the map to be in,
> and the second one, its got all this stuff floating around,
> and like its already been pointed out, the game isnt 3d so it kinda messes with that
>
> The second one feels too… open . in a way

What's wrong with being open?
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@acira:

> the second one is better cuz windows can be hidden that way you have more free-visible space.

but the first has nothing to block the game map screen for starters

i like the first one, because its more static, and there is nothing in the way on the map
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