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Author Topic: Message Coloring  (Read 3919 times)

Kornel Kisielewicz

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Message Coloring
« on: December 05, 2006, 10:41 »

Okay, I need some help. Aerton (and a few others) requested once message coloring, and I think it's a good idea. I plan on allowing custom coloring in the future maybe, but for starters (and for default) I'd like to know what messages would NEED coloring. I'd like to avoid needless coloring (because it would make the message lines look messy), so colors should be reserved to very important messages (and the rest should be plain gray). What messages would need coloring in your opinion, and what colors?

Also a few questions:
1. Should Message Coloring be an ini-file option?
2. If so, should it be turned on as default?
3. Would you like the custom coloring system?
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Malek Deneith

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Re: Message Coloring
« Reply #1 on: December 05, 2006, 10:49 »

Yes. Yes. And yes.

As for messages that need coloring... hmmm... Bleeding. Armor detoriation. "You feel safe". Perhaps some of the "level feelings". Actually if it is possible it would be nice to have this made like in Adomsage (special variant of ADOM, may post link if necessary), where there is a file in which you can choose what messages you want colored and in what color.
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Kornel Kisielewicz

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Re: Message Coloring
« Reply #2 on: December 05, 2006, 10:50 »

AdomSage is what inspired me to do that in the first place :-P.
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Adral

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Re: Message Coloring
« Reply #3 on: December 05, 2006, 11:01 »

Colouring, nice idea!

Quote
1. Should Message Coloring be an ini-file option?
2. If so, should it be turned on as default?
3. Would you like the custom coloring system?

[Yes to all] :P

I agree on what Malek said that needs coloring, but I'd also add colour when walking on lava/slime, and maybe on running out of ammo (for those intense combats)
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DaEezT

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Re: Message Coloring
« Reply #4 on: December 05, 2006, 11:04 »

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RickVoid

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Re: Message Coloring
« Reply #5 on: December 05, 2006, 13:00 »

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*
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Fingerzam

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Re: Message Coloring
« Reply #6 on: December 05, 2006, 13:56 »

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?
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Thomas

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Re: Message Coloring
« Reply #7 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:

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.

« Last Edit: December 05, 2006, 14:20 by Thomas »
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RickVoid

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Re: Message Coloring
« Reply #8 on: December 05, 2006, 14:21 »

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.



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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