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Old 02-28-2003, 04:55 AM
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Quote:
Originally posted by konidias
I agree with Kaimetsu on the status thing... Try to extend the width of the HP MP and EP bars to 100 pixels. That way, you can easily tell (and set) the players health percentage. Imagine if the player had 100 hp and got hit down to 90 or something, it would be nearly impossible to tell on that small HP meter (except maybe when you had half health, full health, or no health, lol)

About the treetops... I think they could tend to be a little bit larger. I'd say... 32 pixels more in width, and 16/32 pixels more in height. Also, here are a few tips that might make the status look better:

1. Try to make the clock hands a pixel thicker if possible, it will make it easier to see the lines.

2. A trick with text is, if you have text that is static (meaning it doesn't ever change) such as the "HP MP EP" text, then just add it into the actual status image as a more smoothed text, so it doesn't get that pasted on pixelated feeling.

3. For the nonstatic text, try putting a contrasting color behind it. (like for the white S D Z X at the bottom, put a black S D Z X behind them, to the right one pixel, and down one pixel. It gives it the shadow effect and makes it seem more professional looking then just bland text on the screen. Basically like graal's chat text.

As for the rest... well I think the colors are contrasting a lot. You have really light colored grass, but really dark colored treetops/rocks/things. You have the brownish gray treetrunks, and then those brighter brown trunks, and they kind of don't mesh well together. Oh, and the clock seems a little off center on the background, which kinda makes that ugly "close but not touching" pixel look.
Actually, I had a mjor problem with the grass. Every time I looked at the grass, in fact, I had a major problem with it. So I did indeed change it by a large ammount. As for the rest, they are very good suggestions and I will no doubt integrate most/all of them. Thanks for the comment, was very helpful.
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