Page 5 of 11

PostPosted: Tue Nov 13, 2007 6:02 pm
by spiesr
Ness 0 has a space while the others don't. Fix This

PostPosted: Tue Nov 13, 2007 9:14 pm
by bloknayrb
Image

PostPosted: Tue Nov 13, 2007 10:08 pm
by Aerial Attack
My eyes, my eyes, my eyes !!!

The new title effect has to go. I like the thickness of the lettering. The shadows across the light background are just irritating to my eyes. Not sure what to recommend.

The biggest thing that you need to do - if you've been reading the "Problem" or "Spread the Foundry News" or "New Rule" threads - is to list out the things you have done in your next revision (things you incorporated, things you decided against, and things you are still working on).

Everything else looks good. I guess if you aren't going to move the planet Praetos - at least move the label for Skwinnt up a couple of pixels away from the Planet name. I like what you did with the planet names.

I think I mentioned this a while back, but you need to work on your attack lines. They need to consistently point either the army circle or the territory label - you switch back and forth between army circle, territory label, and just some position at the edge of the planet. I realize that this is going to be a real pain, especially since in some cases you need to rearrange the territory label and the army circle (i.e. move Kipah above the army circle - actually, I'll list out all the ones you need to change).

If you go from terr name to terr name (Switch terr name with army circle or move terr name):

Ness3 - switch
Erch - move label below army circle
Satt - move army circle to the right and down so terr label is level with Eef terr label
Urnn - move label below army circle
Ness2 - move attack lines to terr name
Omega - switch
Pi - move label to left of army circle
Kipah - switch
Yyz - move army circle away from internal borders (a couple of pixels).
It - move army circle down and switch locations of terr label and targeting sight (move them closer too)
Ness4 - adjust attack path
Ness0 - move entire thing up 2 or 3 pixels (not too much)
The Buckle - move label right 2 or 3 pixels and down about 6 or 7 pixels. Adjust attack lines accordingly
Prax - move entire planet up 3 or 4 pixels so you can move Phlaks army circle and terr label slightly away from internal borders
Krax - move army circle right 1 or 2 pixels and up 2 or 3 pixels
Ness5 - move entire thing down 3 or 4 pixels


If you want to lessen the busy look of the attack lines, maybe make them dashed lines?


Looks like you did a decent job centering the bombardment targeting sights. But, from what I can tell your circles are about the same size as your army circles - therefore the diameter is an even number of pixels. Thus, a 1 pixel line can't properly divide them in half. You need to resize these to be an odd diameter length. I know - that's a LOT of extra work. I could really only tell because sight #1 is more off than the others (mainly because the #1 is shifted too far to the left).

Staying with the bombardment targeting sights, you need to be consistent in their placement. Either to the right of the terr label or somewhere closer to the army circle. The one on Shinzon is just too busy there - whilst I realize you may have game play reasons for having it there, it is much easier to graphically represent on Glayr or Deryer.


I realize this is a HUGE post and a LOT of work. But, you're almost there - this should get you so much closer to the finish line.

PostPosted: Tue Nov 13, 2007 10:33 pm
by bloknayrb
What if I instead changed the army circles for the bombardment territories in a way that kept them easy to read the numbers from, but still clearly indicated their special purpose?
Also, I want to thank you for your detailed comments, it's good to know what specifically needs to be done from a more objective point of view than my own. :)

PostPosted: Tue Nov 13, 2007 10:39 pm
by Herakilla
why dont you update your sig! i think this looks a lot better than the one you have there

PostPosted: Tue Nov 13, 2007 11:45 pm
by Aerial Attack
bloknayrb wrote:What if I instead changed the army circles for the bombardment territories in a way that kept them easy to read the numbers from, but still clearly indicated their special purpose?
Also, I want to thank you for your detailed comments, it's good to know what specifically needs to be done from a more objective point of view than my own. :)

Interesting idea, but seeing as how you're going to have army numbers in there, how would you indicate WHICH Ness you could bombard - remember you can't overlap numbers or even crowd too much.

Speaking of targeting sights overlapping army circles - I believe that Khlax and Mast are really going to be crowded by 3 digit armies and possibly overrun by 4 digit ones. As for Shinzon, that's just a mess as 3 digit armies are guaranteed to overrun. Should have seen that earlier.

I'm glad you appreciate my feedback. Even if it is kind of fine-tooth comb harsh. I just hadn't checked in on it for several days (wasn't here Sat 01:00 to Sun 22:30).

PostPosted: Wed Nov 14, 2007 12:35 am
by bloknayrb
Well I could use color coding for the bombard overlays (although would that be too difficult for color blind people?)
As for overlap problems... I'm really not sure what to do about that... Although you have to admit that most games that manage to have 4 digit armies on them probably aren't really being taken so seriously.

PostPosted: Wed Nov 14, 2007 1:09 am
by Ninjastar13
I don't think color coding is really the way to go. And yes it will be very difficult for colorblind/confused people. if there was a way to get bob to recognize this then hell yeah but otherwise stay away from color coding.......please. :D

PostPosted: Wed Nov 14, 2007 5:35 am
by yamahafazer
I noticed that the planet names have little more colour now... maybe highlit this a little more.

PostPosted: Wed Nov 14, 2007 12:26 pm
by bloknayrb
Aerial Attack wrote:My eyes, my eyes, my eyes !!!

The new title effect has to go. I like the thickness of the lettering. The shadows across the light background are just irritating to my eyes. Not sure what to recommend.

The biggest thing that you need to do - if you've been reading the "Problem" or "Spread the Foundry News" or "New Rule" threads - is to list out the things you have done in your next revision (things you incorporated, things you decided against, and things you are still working on).

Everything else looks good. I guess if you aren't going to move the planet Praetos - at least move the label for Skwinnt up a couple of pixels away from the Planet name. I like what you did with the planet names.

I think I mentioned this a while back, but you need to work on your attack lines. They need to consistently point either the army circle or the territory label - you switch back and forth between army circle, territory label, and just some position at the edge of the planet. I realize that this is going to be a real pain, especially since in some cases you need to rearrange the territory label and the army circle (i.e. move Kipah above the army circle - actually, I'll list out all the ones you need to change).

If you go from terr name to terr name (Switch terr name with army circle or move terr name):

Ness3 - switch
Erch - move label below army circle
Satt - move army circle to the right and down so terr label is level with Eef terr label
Urnn - move label below army circle
Ness2 - move attack lines to terr name
Omega - switch
Pi - move label to left of army circle
Kipah - switch
Yyz - move army circle away from internal borders (a couple of pixels).
It - move army circle down and switch locations of terr label and targeting sight (move them closer too)
Ness4 - adjust attack path
Ness0 - move entire thing up 2 or 3 pixels (not too much)
The Buckle - move label right 2 or 3 pixels and down about 6 or 7 pixels. Adjust attack lines accordingly
Prax - move entire planet up 3 or 4 pixels so you can move Phlaks army circle and terr label slightly away from internal borders
Krax - move army circle right 1 or 2 pixels and up 2 or 3 pixels
Ness5 - move entire thing down 3 or 4 pixels


If you want to lessen the busy look of the attack lines, maybe make them dashed lines?


Looks like you did a decent job centering the bombardment targeting sights. But, from what I can tell your circles are about the same size as your army circles - therefore the diameter is an even number of pixels. Thus, a 1 pixel line can't properly divide them in half. You need to resize these to be an odd diameter length. I know - that's a LOT of extra work. I could really only tell because sight #1 is more off than the others (mainly because the #1 is shifted too far to the left).

Staying with the bombardment targeting sights, you need to be consistent in their placement. Either to the right of the terr label or somewhere closer to the army circle. The one on Shinzon is just too busy there - whilst I realize you may have game play reasons for having it there, it is much easier to graphically represent on Glayr or Deryer.


I realize this is a HUGE post and a LOT of work. But, you're almost there - this should get you so much closer to the finish line.

OK, I've addressed all of these issues, as well as the target issue, both the symmetry and the space problem, they are now by the Ness's instead.
Image

PostPosted: Wed Nov 14, 2007 1:13 pm
by yeti_c
Ninjastar13 wrote:if there was a way to get bob to recognize this then hell yeah


Have you been living under a rock?

Anyways - relying on BOB to aid readability isn't an option.

C.

PostPosted: Wed Nov 14, 2007 1:34 pm
by Ninjastar13
Meaning where have i been?
I trust bloknayrb to handle part of the map developement like, i assume, he trusts me to handle the xml coding. If i have any input i tell him myself, but last post i was unable to tell him personally for wtvr reason so i posted it on the forum. I hope that explains where i have been. And thats too bad about bob, im colorconfused and even with bob sometmes its hard to tell armies apart and on every map i have trouble distinguishing the color coded continents in the legend so i am against color coding in general , unless its done welll, with vibrants bright and obviously contrasting colors for continents.

PostPosted: Wed Nov 14, 2007 2:00 pm
by yeti_c
Ninjastar13 wrote:Meaning where have i been?
I trust bloknayrb to handle part of the map developement like, i assume, he trusts me to handle the xml coding. If i have any input i tell him myself, but last post i was unable to tell him personally for wtvr reason so i posted it on the forum. I hope that explains where i have been. And thats too bad about bob, im colorconfused and even with bob sometmes its hard to tell armies apart and on every map i have trouble distinguishing the color coded continents in the legend so i am against color coding in general , unless its done welll, with vibrants bright and obviously contrasting colors for continents.


I mean that BOB can tell exactly this information... get the latest version from the link in my signature...

However the guidelines for maps state that we should make the map readable without BOB...

C.

PostPosted: Thu Nov 15, 2007 7:38 am
by yamahafazer
Ninjastar13 wrote:Meaning where have i been?
I trust bloknayrb to handle part of the map developement like, i assume, he trusts me to handle the xml coding. If i have any input i tell him myself, but last post i was unable to tell him personally for wtvr reason so i posted it on the forum. I hope that explains where i have been. And thats too bad about bob, im colorconfused and even with bob sometmes its hard to tell armies apart and on every map i have trouble distinguishing the color coded continents in the legend so i am against color coding in general , unless its done welll, with vibrants bright and obviously contrasting colors for continents.


I agre VERY srongly with what your saying about the colours... I'm curently playing on the Tamriel map....... MY GOOOOODNEEESSSSSSS

HOW AM I SUPOSED TO BE ABLE TO SEE WHAT'S WHAT!!!!!!! AAAAAAAAAAAAH ](*,)

PostPosted: Thu Nov 15, 2007 12:33 pm
by bloknayrb
Ok, but there aren't any color-coded parts to this map... can we stay on topic?

PostPosted: Thu Nov 15, 2007 12:55 pm
by Ninjastar13
yamahafazer wrote:
Ninjastar13 wrote:Meaning where have i been?
I trust bloknayrb to handle part of the map developement like, i assume, he trusts me to handle the xml coding. If i have any input i tell him myself, but last post i was unable to tell him personally for wtvr reason so i posted it on the forum. I hope that explains where i have been. And thats too bad about bob, im colorconfused and even with bob sometmes its hard to tell armies apart and on every map i have trouble distinguishing the color coded continents in the legend so i am against color coding in general , unless its done welll, with vibrants bright and obviously contrasting colors for continents.


I agre VERY srongly with what your saying about the colours... I'm curently playing on the Tamriel map....... MY GOOOOODNEEESSSSSSS

HOW AM I SUPOSED TO BE ABLE TO SEE WHAT'S WHAT!!!!!!! AAAAAAAAAAAAH ](*,)

I also just finished a game on that ma, and oh my god it is such a disadvantage, ilove paying risjk on this site, but sometimes it just gets so frustating not being able to tell aart the continents. I cannot tell you the number of times i have forted my guys wrong because the continents blend togethere. And i really hate the middle east map.[/i]

PostPosted: Thu Nov 15, 2007 11:51 pm
by bloknayrb
So... Final forge anyone? ;)

PostPosted: Fri Nov 16, 2007 4:21 am
by yamahafazer
YES YES YES YES YES YES YES...... YES......... eeeeem what else to say.... uuuuuuuummmmmm.... YEEEEEEESSSSSS!!!!!!!! :D

PostPosted: Sun Nov 18, 2007 3:34 am
by bloknayrb
Rofl, anyone with more pull want to second that motion?

PostPosted: Sun Nov 18, 2007 5:45 am
by yamahafazer
Can I second myself??? :D

PostPosted: Sun Nov 18, 2007 9:34 am
by bloknayrb
Well do you have more authority here than you do?

PostPosted: Sun Nov 18, 2007 11:34 am
by yamahafazer
bloknayrb wrote:Well do you have more authority here than you do?
:lol:

uuuuummmm... probably not... :(

PostPosted: Sun Nov 18, 2007 12:07 pm
by mibi
bloknayrb wrote:So... Final forge anyone? ;)


patience,

grasshopper.

PostPosted: Sun Nov 18, 2007 12:51 pm
by bloknayrb
XD
All right, all right...

PostPosted: Sun Nov 18, 2007 2:45 pm
by KorgtheDestroyer
i'll second that =D> awesome job bloknayrb :wink: