TaCktiX wrote:You are only required to make centered digits for 88. 888 (or 88 color code) is required to make sure that those don't obscure other number or some text on the map.
But when digits go over border and you can't read them only because you are using a very helpful feature like armies color code, I say it need to be tested before being released and the 88 test is not enough! And if you centered 888 correctly (between the first and second digit) then you will have some really ugly map with the last 8 half over a 22 pixels black bordered army circle which make it unreadable if it's in blue.
Re: Digis 88's in all colors
Posted: Wed Jul 09, 2008 3:22 am
by yeti_c
pamoa wrote:
TaCktiX wrote:You are only required to make centered digits for 88. 888 (or 88 color code) is required to make sure that those don't obscure other number or some text on the map.
But when digits go over border and you can't read them only because you are using a very helpful feature like armies color code, I say it need to be tested before being released and the 88 test is not enough! And if you centered 888 correctly (between the first and second digit) then you will have some really ugly map with the last 8 half over a 22 pixels black bordered army circle which make it unreadable if it's in blue.
That's the way of it - you won't be stopped unless it's really bad... but you personally can make your map nicer if you like.
C.
Re: Digis 88's in all colors
Posted: Sun Jun 28, 2009 8:13 am
by thenobodies80
Placing neutral troops on map to indicate starting neutral or starting positions could help during foundry process. After i received some requests of help about it, i want to post these files:
Along the same line as what Nobody just posted, here is a brush set for the different army numbers. It is basically just the outline, so if you use it, I suggest having the fg color set to black.
Looking at a bunch of maps I realized that 1 or 2 digits is centered where the xml placed it. However more than two digits overflows to the right.
I almost wish that the game engine allowed you to put an opacity on the div that holds the unit numbers so that when units got that big you could read them easier. A toggle to turn on and off that opacity would be great.
==D
Re: Digis 88's in all colors
Posted: Thu Sep 24, 2009 11:53 am
by Industrial Helix
Hmm... I'm having problems downloading the neutral 0-9 numbers. It downloads fine but all I got was a a blank image opened in Preview... I tried opening it in Photoshop and all it gave me was a tiny and empty picture as well.
Re: Digis 88's in all colors
Posted: Thu Sep 24, 2009 12:57 pm
by thenobodies80
Industrial Helix wrote:Hmm... I'm having problems downloading the neutral 0-9 numbers. It downloads fine but all I got was a a blank image opened in Preview... I tried opening it in Photoshop and all it gave me was a tiny and empty picture as well.
Open with photoshop, then change to visible the layer you need . See the spoiler
Ah so simple... I didn't even bother to check that. Thanks!
Re: Digis 88's in all colors
Posted: Sat Jan 16, 2010 8:57 am
by grifftron
thenobodies80 wrote:Placing neutral troops on map to indicate starting neutral or starting positions could help during foundry process.
After i received some requests of help about it, i want to post these files: