Salem's Switch V36 [Quenched]

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Re: Salem's Switch [30.12.11] V24-P21 GFX

Postby cairnswk on Thu Dec 29, 2011 11:51 pm

here is V24...

1. I have added highighting to the legend as per Andy's request.
2. I've removed the black background to those accessued and accussers texts
3. added some small representation of an image from the trials that does not interfere with the overall map to give it some historical flavour
4. i wanted to do something with the legend also but thought it would be better to leave that area alone.

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Re: Salem's Switch [30.12.11] V24-P22 GFX<->XML

Postby cairnswk on Fri Dec 30, 2011 1:19 am

Preview of XML - uncentered
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Re: Salem's Switch [30.12.11] V24-P22 GFX<->XML

Postby ndrs on Fri Dec 30, 2011 9:41 am

The texts have serious legibility issues. It was more clear in V22.
Some ideas:

- Dark red on dark blue is dangerous.
- Side stats / legends would do better with a black / dark blue drop shadow.
- the shadow could be less sharp, on both region names and legend.
- Keep it consistent.
- Perhaps add a little letter-spacing to all texts.
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Re: Salem's Switch [30.12.11] V24-P22 GFX<->XML

Postby isaiah40 on Fri Dec 30, 2011 11:26 am

I have to agree with ndrs on the text. V22 was easier to read.
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Re: Salem's Switch [30.12.11] V24-P22 GFX<->XML

Postby ender516 on Fri Dec 30, 2011 8:58 pm

I think I have to put my vote again for the style in V22, with a light grey backing for all territory texts being my favourite. It definitely does not look right with the landowners having a backing and the accused and accusers having none. The emphasis seems reversed.
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Re: Salem's Switch [3.1.12] V25-P22 GFX<->Texts

Postby cairnswk on Mon Jan 02, 2012 8:37 pm

ndrs wrote:The texts have serious legibility issues. It was more clear in V22.
Some ideas:

- Dark red on dark blue is dangerous.
- Side stats / legends would do better with a black / dark blue drop shadow.
- the shadow could be less sharp, on both region names and legend.
- Keep it consistent.
- Perhaps add a little letter-spacing to all texts.


isaiah40 wrote:I have to agree with ndrs on the text. V22 was easier to read.


ender516 wrote:I think I have to put my vote again for the style in V22, with a light grey backing for all territory texts being my favourite. It definitely does not look right with the landowners having a backing and the accused and accusers having none. The emphasis seems reversed.


Thanks guys for your comments..
This is V25...i've done all the map text the same, and fixed up the external bits.
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Re: Salem's Switch [3.1.12] V25-P22 GFX text

Postby Nola_Lifer on Mon Jan 02, 2012 9:26 pm

Nice! It's legible now.
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Re: Salem's Switch [3.1.12] V25-P22 GFX text

Postby ender516 on Tue Jan 03, 2012 10:03 pm

Yes, this text is looking good. It does seem, however, that the shadows under some of the rotated texts, most notably C. Blake, J. Raymont, and J. Trask, are not as prominent, making them appear to be flatter on the map as compared to other texts which float nicely above it, casting shadows.
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Re: Salem's Switch [5.1.12] V26-P22 GFX text

Postby cairnswk on Wed Jan 04, 2012 3:23 pm

ender516 wrote:Yes, this text is looking good. It does seem, however, that the shadows under some of the rotated texts, most notably C. Blake, J. Raymont, and J. Trask, are not as prominent, making them appear to be flatter on the map as compared to other texts which float nicely above it, casting shadows.


ender516, i've fixed those offending territories by reverting the angle to 0, adjusting the drop shadow to the same as the straight texts, and then instating the angle to the text.
Version 26. - i've made both sides opacity the same under the legend.
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Re: Salem's Switch [5.1.12] V26-P22 GFX text

Postby ender516 on Thu Jan 05, 2012 1:23 am

That has improved the text. Now, don't let anyone tell you that the shadows are wrong, because they come from a different light source. ;)
Sadly, I just noticed that the red bonus values at the far right are hard to make out: 5s and 6s are particularly difficult to distinguish, and 3s could be 8s. The word Bonuses, above, is pretty clear. Perhaps that style of text would work for the numbers? (The +2 on the far side of the map deserves the same fix.)
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Re: Salem's Switch [5.1.12] V27-P22 GFX text

Postby cairnswk on Thu Jan 05, 2012 3:54 am

ender516 wrote:That has improved the text. Now, don't let anyone tell you that the shadows are wrong, because they come from a different light source. ;)
Sadly, I just noticed that the red bonus values at the far right are hard to make out: 5s and 6s are particularly difficult to distinguish, and 3s could be 8s. The word Bonuses, above, is pretty clear. Perhaps that style of text would work for the numbers? (The +2 on the far side of the map deserves the same fix.)


OK thanks ender516.
I've moved completely away from that colour scheme for V27 and taken your suggestion for the Jester (Bonuses) font on board.
Version 27 .jpg
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and the .png file (which will be the published file)
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Re: Salem's Switch [5.1.12] V27-P22 GFX text

Postby isaiah40 on Thu Jan 05, 2012 10:29 am

I'd say that this should be ready to go very soon! Gimil where are you!? ;)
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Re: Salem's Switch [5.1.12] V27-P22 GFX text

Postby ender516 on Thu Jan 05, 2012 11:02 am

Bonus legend text now looks good, and, in fact, using the PNG improves the legibility of "Judges can bombard the accused".
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Re: Salem's Switch [5.1.12] V27-P22 GFX text

Postby cairnswk on Thu Jan 05, 2012 8:32 pm

isaiah40 wrote:I'd say that this should be ready to go very soon! Gimil where are you!? ;)

:) Nice to hear

ender516 wrote:Bonus legend text now looks good, and, in fact, using the PNG improves the legibility of "Judges can bombard the accused".

Good, i agree about the .png and this is what will finally be uploaded to the man.
I'll set about the large if there are no other graphic issues.
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Re: Salem's Switch [5.1.12] V27-P22 GFX text

Postby cairnswk on Sun Jan 08, 2012 6:09 pm

Large - 1021W x 787H

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Small - 844W x 650H

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Re: Salem's Switch [9.1.12] V27-P22 LGE/SML

Postby Nola_Lifer on Fri Jan 13, 2012 3:32 pm

=D>
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Re: Salem's Switch [9.1.12] V27-P22 LGE/SML

Postby Victor Sullivan on Sat Jan 14, 2012 8:52 pm

Looks great! Though I am having difficulty seeing the textures on the grey areas of the Township.

-Sully
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Re: Salem's Switch [9.1.12] V27-P22 LGE/SML

Postby cairnswk on Sat Jan 14, 2012 11:46 pm

Victor Sullivan wrote:Looks great! Though I am having difficulty seeing the textures on the grey areas of the Township.

-Sully

It is there but as with Dodge's Gris Mill and Ferry, it is slightly different to the others "in the field"
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Re: Salem's Switch [9.1.12] V27-P22 LGE/SML

Postby Victor Sullivan on Sun Jan 15, 2012 1:07 am

cairnswk wrote:
Victor Sullivan wrote:Looks great! Though I am having difficulty seeing the textures on the grey areas of the Township.

-Sully

It is there but as with Dodge's Gris Mill and Ferry, it is slightly different to the others "in the field"

Could you make the texture more apparent?

-Sully
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Re: Salem's Switch [9.1.12] V27-P22 LGE/SML

Postby cairnswk on Sun Jan 15, 2012 3:30 am

Victor Sullivan wrote:
cairnswk wrote:
Victor Sullivan wrote:Looks great! Though I am having difficulty seeing the textures on the grey areas of the Township.

-Sully

It is there but as with Dodge's Gris Mill and Ferry, it is slightly different to the others "in the field"

Could you make the texture more apparent?

-Sully

Ah, Sully, isn't there already enough going on ggfx wise in that area without trying to "flesh out" some texture?
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Re: Salem's Switch [9.1.12] V27-P22 LGE/SML

Postby Victor Sullivan on Sun Jan 15, 2012 1:17 pm

cairnswk wrote:
Victor Sullivan wrote:
cairnswk wrote:
Victor Sullivan wrote:Looks great! Though I am having difficulty seeing the textures on the grey areas of the Township.

-Sully

It is there but as with Dodge's Gris Mill and Ferry, it is slightly different to the others "in the field"

Could you make the texture more apparent?

-Sully

Ah, Sully, isn't there already enough going on ggfx wise in that area without trying to "flesh out" some texture?

I'm a terrible person to ask :P

-Sully
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Re: Salem's Switch [9.1.12] V27-P22 LGE/SML

Postby gimil on Sun Jan 15, 2012 3:38 pm

[Stickied]

The only issue I see now cairns is that the legends text on the right needs t stand out a little more. It looks to flat on that watermark underneath and some colours are swallowed up. I think a glow on those legends that match the terr names should solve this problem.
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Re: Salem's Switch [5.1.12] V27-P22 GFX text

Postby cairnswk on Sun Jan 15, 2012 4:10 pm

Just bumping this to next page.

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Re: Salem's Switch [9.1.12] V27-P22 LGE/SML

Postby cairnswk on Sun Jan 15, 2012 4:27 pm

gimil wrote:[Stickied]

The only issue I see now cairns is that the legends text on the right needs t stand out a little more. It looks to flat on that watermark underneath and some colours are swallowed up. I think a glow on those legends that match the terr names should solve this problem.

Gimil, firstly let me remind you that "to flat" should be "too flat"...which has now been done to death but i see it still appears.
I've already been through this one and tried to make it stand out more, and i have tried to put a glow around the text unsuccessfully, because what happens is that you lose the watermark image in the background and i don't want that. Besides a white glow that matches the terr names look hideous.
To boot, it is an odd combination of colours but that is the design of the map.
I think 90% of it stands out reasonably well, more so particularly on the big map. ;)
Overall, i'm pretty happy with it.
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Re: Salem's Switch [9.1.12] V27-P22 LGE/SML

Postby koontz1973 on Sun Jan 15, 2012 4:41 pm

Have to agree with cairnswk on this one. The text looks nice and even. No need to try and get it to stand out more. Nothing really important to GP there.

Saying that though, some of the text is shiny while others are flat. Can it be all of one or the other?
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