mibi wrote:now thats thinking outside the proverbial box, well done.
Word.
C.
thanks guys.
then i guess i'll wait for oaktown's visit again.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
all starting armies are marked on the map.
the starting positions for each player are marked with the same colour.
ofcourse the shop and home marked with red army might end up at the cyan player because it's random but the idea is that the shop and house with red army will always belong to 1 player.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
true. i don't know how i missed that. will rearange.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
Also cyan/teal colored house and shops are almost invisable to me. If I wasn't looknig for them I wouldnt of known they where there. A nice black stroke or a darker glow may help this but im not really sure.
Another worrying thought is that because your using a strong blue background some colors may appear similar in gameplay e.g. blue and green armie colours could appear similar.
tweaked the gameplay and changed some borders. now the enemies are right in next to you in a very weird situation.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
gimil wrote:Also cyan/teal colored house and shops are almost invisable to me. If I wasn't looknig for them I wouldnt of known they where there. A nice black stroke or a darker glow may help this but im not really sure.
Another worrying thought is that because your using a strong blue background some colors may appear similar in gameplay e.g. blue and green armie colours could appear similar.
gimil wrote:Also cyan/teal colored house and shops are almost invisable to me. If I wasn't looknig for them I wouldnt of known they where there. A nice black stroke or a darker glow may help this but im not really sure.
Another worrying thought is that because your using a strong blue background some colors may appear similar in gameplay e.g. blue and green armie colours could appear similar.
CYAN CYAN CYAN - It's not Teal!!!
But yes I agree...
C.
will see. problem is that if i add a stroke to those. i have to add to the others. i'll see about it. i'll also toy with the background to see if i can do something.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
after trying glows and strokes and stuff like that on icons i found nothing that looked good. so i started tweaking the background but by making it lighter and lighter i totally strayed from the blueprint feeling so now i give you the whiteprint (cairns and yeti please shut up)
if anybody still has issues seeing icons or text then i'll officially tell you you're blind as a bat.
edit// i forgot the sig opacity at 100% i will tone it down in the next update.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
I GOT SERVED wrote:You have a 4-way border between p7, p8, p9 and p10. Not sure if this was intended or not.
If it was, then ignore the above message.
Also, I like this map, and I love the progress it's made. Keep up the excellent work!
i guess i'll have to add somewhere that there are no diagonal attacks
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
DiM wrote:i guess i'll have to add somewhere that there are no diagonal attacks
There's a 4-way at G2 G3 G5 G6, also. Just in case you were going to specify the one junction in the message.
yep i know thanks. i will probably insert a general message.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
so, any other comments? other than the diagonal attacks which will be solved in the next update?
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
fireedud wrote:I don't like the shadows of the paper in the whiteprint.
what shadows? i have a lot of different shadows on the map. tell me which ones and what exactly you don't like about them and i'll see what i can do.
btw those are the same shadows as the blueprint. so normally there shouldn't be anything wrong with them
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
fireedud says they stick out on white herakilla says they stick out on blue. i say they stick out the same. as they should.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku