DRL > Discussion
Message Coloring
RickVoid:
Color the latest high score on the high score list at the end of the game.
Currently, it's a bitch to try and figure out whether you made the high score or not when you have a full list. That white highlight just doesn't show up.
*Stolen from Kerry's last post in the high score thread*
Fingerzam:
This is a thing a have been thinking once in a while, but for some reason never mentioned. Having played all of my ADoM in ADoM Sage, I think this would be great.
I second all of Malek's suggestions, but I think "you feel safe" should also require the player to press space/enter in addition to colouring (perhaps have this as an option in the .ini file?)
Also, perhaps highlight weapon ammunition when on low ammo, as Adral mentioned before. Perhaps flash hitpoints when an enemy deals over x% (25%?) damage in a single turn?
Thomas:
I think that you should have 2 ini options:
Flashing stati:
Whenever something on your status bar should be looked at immediatly, it flashes. Like:
Health flashes if below 20%
Armour flashes if on 0/x damage reduction
Weapon flashes if you have less than one stack of it's ammo in your inventory
XP flashes if you're XP is above 90%
Colourcoded messages:
OPTION 1
Making messages different colours when you see them, rather than all white.
Something that damaged you (Argh! Lava! or You are hit!) = bright red
The effects of a lever (The walls explode!) = bright white
Picking up a powerup (Supercharge!) = the colour of the pickup
Damaging an enemy (You hit the former human) = bright red (maybe dark red to contrast duels)
Boom! (Boom!) = Grey
You hear... (You hear the scream of a freed soul! or You hear a thunderous explosion upstairs!) = yellow
Something dies (You die! or The former human dies) = yellow
You pick up... (You pick up the pistol) = light grey
Something to do with a challenge (You pull the trigger, nothing happens) = white
OPTION 2
Most things are light grey, but important things appear white/blue/some other contrasting colour.
IMPORTANT THING LIST:
You hear something.
You feel safe.
You have very low health! (could posssibly be implemented later?)
Something dies.
You're out of ammo for that weapon!
Something to do with a challenge.
EDIT: For OPTION 1 to work, remember that you may need to stop berserk and inv from colouring the message bar.
RickVoid:
--- Quote from: Thomas on December 05, 2006, 14:09 ---I think that you should have 2 ini options:
Flashing stati:
Whenever something on your status bar should be looked at immediatly, it flashes. Like:
Health flashes if below 20%
Armour flashes if on 0/x damage reduction
Weapon flashes if you have less than one stack of it's ammo in your inventory
XP flashes if you're XP is above 90%
Colourcoded messages:
Making messages different colours when you see them, rather than all white.
Something that damaged you (Argh! Lava! or You are hit!) = bright red
The effects of a lever (The walls explode!) = bright white
Picking up a powerup (Supercharge!) = the colour of the pickup
Damaging an enemy (You hit the former human) = bright red (maybe dark red to contrast duels)
Boom! (Boom!) = Grey
You hear... (You hear the scream of a freed soul! or You hear a thunderous explosion upstairs!) = yellow
Something dies (You die! or The former human dies) = yellow
EDIT: For coloured messages to work, remember that you may need to stop berserk and inv from colouring the message bar.
--- End quote ---
Quick question about the flashing stuff. I don't know much about the programming, but it strikes me that the flashing would only occur when the screen refreshes, which right now it only does when we take some sort of action. (Including changing tactics) Right?
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