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New Screens Preview

Apr 8, 2010, EDIT: Package includes 1024x768 Menus, Intro, Win and Fail screens. Waiting for a few more level screenshots. 40.1MB (dead link) EdT

The graphics are by VR, the screenshots were done by TOCS.

The main question is do you want to include this with the official release of AEI or an optional package that the user can download later.

Okay, looking good. Just don't forget to fix that underscore, EdT. First three comments are for TOCS's work, the last two are for VR's:
  • Ch. 6's image of TCTF HQ is taken from the opposite side of the original shot. Now there's that ugly wall in the back center of the shot as opposed to the glass one.
  • In the first version of these new level screens, EdT found the spot the original Ch. 7 picture was taken from; can we go back there, please? It looked good.
  • Ch. 14's image is okay, but look at the right pillar -- it's mostly off-screen now, and in the original image it brightened the whole composition and gave it more color. If we pull the camera back that far, does the pillar still look that way in-game?
  • Just repeating my previous comment about the arcs; it's okay if they fade in and out of the pictures, but popping in and out like in Ch. 4's and 10's screens looks funny. A change in blending mode is probably all that's needed. The brightness is also a problem in some. I tried opening one of the PsD files in Gimp and it's not carrying in the blending modes from the file, so I can't fix the images myself.
  • The original screens each have a special color assigned to them. This color is used in three places: the text for the chapter name, the color of the design widget below the location name, and the color of the widget for the lower-right corner's chapter number. The new screens look a little barren without that color. Could VR consider adding two new widgets of his own design to the level screen template, for the upper-left title and lower-right number? I don't think any text should change color (some of the original titles are hard to read due to this), but I think we need those other color highlights back.
Overall, the change in each of these screens is greatly for the better. Some of Oni's original screens have strange jaggies (poly intersection jaggies, not just texture ones), and they tend to look flat, partly because of the lower bit depth and partly because Bungie improved some of the level lighting after taking their screenshots. I especially love the new Ch. 8 and 9 screens. Keep up the good work! --Iritscen 20:29, 27 March 2010 (UTC)
Yeah, using Additive blending should fix the issue with the arcs. But that's up to the master to decide. :p
Chapter 00 (training) has two different types of zeroes. :p
So does chapter 10. :|
Whoa, I didn't notice the two kinds of zeroes. Weird. Although Chapter 10 uses only the zero with a bar. --Iritscen 11:04, 28 March 2010 (UTC)
I second to change back the "mutated zeros". ^_^ --Paradox-01 17:59, 28 March 2010 (UTC)
Suggestion: Change "Module 1-A" to "Module 1-A Beta 6" or something similar. --Gumby 05:58, 28 March 2010 (UTC)
Why? --Iritscen 19:30, 28 March 2010 (UTC)
Because that's what it is. :p Gumby 23:36, 29 March 2010 (UTC)
I like the new screens, but why not replace the training one with the hd textures? Script 10k 12:37, 31 March 2010 (UTC)
Because the HD textures are in a separate package that the user might not have or choose to install. As I mentioned below, we should also take a screenshot with the HD textures and place that screen in the HD Training package. --Iritscen 22:02, 31 March 2010 (UTC)
Ha ok, sorry. Didn't read. Seems a better solution. :) Script 10k 13:44, 2 April 2010 (UTC)

Menu Discussion

New menus and loading screens for most levels: (dead link)

EDIT: Updated package with semi-transparent buttons and menus. Also removed the highlight from Konoko's hair :-)

I think the images will be just fine as "core upgrade", the changed main menu is also not optional... (But I wonder what happens when someone plays with too low resolution.) --Paradox-01 17:59, 28 March 2010 (UTC)

At lower resolutions they would get cut off. Since this is not cool, EdT and VR were planning to make a set of scaled-down images for people playing below 1024x768, but this would suggest that, if we install the menus by default in the AE, we need to install the lower-res ones, and offer the 1024x768 package as an option. That's the only way to prevent cutoff in all cases.
Also, because we are talking about a new style of menus, I think the package should be optional. The general rule in the AE is "don't install anything by default unless it's something really basic and indisputable". Matters of taste should always be left up to the user. --Iritscen 19:30, 28 March 2010 (UTC)
Of course it would be optional. A few issues I have:
1. The light blue "secondary" color for the borders looks ugly in my opinion. ;)
2. The lines on the left and right sides in the help\info\objective menus tend to interfere with the text. I don't know if there is a way to add margins to the windows, but if you can do so, please do.
3. Where do you suggest we put the AE version text now? There is no longer space between the Oni logo and New Game.
Gumby 23:36, 29 March 2010 (UTC)
I am definitely liking what I see so far. But I have to agree with all of Gumby's comments. Also:
4. The corners in windows seem glitched. I don't think those dotted lines inside the upper-right and lower-left corners are intentional.
5. I see color banding... aren't we at 32-bit here? It's most notable on the Load Game screen, but it's present in all menus.
6. One of those points of light is poorly placed, so Konoko seems to have a big piece of dandruff.
7. The buttons don't "pop" enough. They almost hide, compared to the bright colors in the Main Menu. --Iritscen 01:39, 30 March 2010 (UTC)
The major problem with the menu is the source image its 128x128 and rendered with bgra4444, so when it is enlarged you get the jaggies and banding. If we want better looking menus, then we have to either 1) make new PSpc and deal with the nine-grid rendering to use with larger graphics, or 2) simplify the graphics on the 128x128 image. EdT
"Glorious, isn't it? This is the future." Muhahahaha! Looks very very good alread, keep going! --Paradox-01 13:32, 30 March 2010 (UTC) Updated WMDDpause_screen, WMDDdialog_loadgame and TXMPnavi files. I tried to address the above issues. EdT

I would like to see a second blue line at the scroll block. Here's a photoshoped screenshot. Compare with your originals. (Wouldn't it look more harmonic with two blue lines?)

--Paradox-01 21:04, 21 April 2010 (UTC)
EDIT: Fixed. It was the TXMPnavi file. EdT

Old comments

I see you made some improvements since I saw the first ones. Looks like you missed a couple levels and re-used the previous level's screenshot, but since TOCS is taking new screenshots, I guess we'll see what Ch.s 9 and 14 look like when he's done. A few thoughts:
  • The arc are sometimes distracting in levels with alternating light and dark because they pop in and out, and in other screens the overall brightness of the image makes the arcs much brighter than in other screens. Maybe you can try changing the blending mode for these screens where it pops in and out: Ch. 4, Ch. 10, Ch. 13, and lowering the opacity of the arcs' layer for these screens where the arcs get too bright: Ch. 0, Ch. 5, Ch. 11, Ch. 12. If you want, I will fiddle with them myself if I can open them in Gimp (don't use Ps anymore).
  • We should probably take additional screenshots for each level that has HD textures -- so, right now, just the Training level -- and make an identical screen using those HD textures and place it in the package with VR's HD textures for that level, and make sure it overrides the package we place these screens in. Not really relevant to this package, just thinking out loud.
  • I think you meant the words "Bio_Research Lab" to have a hyphen, not an underscore.
Anyway, I would be in favor of including this in the AE. It'll still be an optional install, after all. --Iritscen 12:35, 27 March 2010 (UTC)
lol, so much for multitasking... I was quickly going through the screens to get them done last night. I'll see what I can do today. EdT


How anyone ever come across this? EdT

SfeLi has. (dead link)
...I can get the menu to come up ingame by changing the ID, but the code that handles it has been removed, methinks. Gumby
  <Instance id="0" type="WMDD">

Setup Player <Id>132</Id> <State>Visible</State> <Style>ThinBorder TitleBar Title CloseButton Center</Style> <X>0</X> <Y>0</Y> <Width>240</Width> <Height>75</Height> <Controls> <WMDDControl> <Text>Player Name:</Text> <Class>Label</Class> <Id>0</Id> <State>1</State> <Style>1114112</Style> <X>10</X> <Y>10</Y> <Width>75</Width> <Height>20</Height> <Family>TSFFTahoma</Family> <Style>Normal</Style> <Color>0 0 0</Color> <Size>7</Size> </WMDDControl> <WMDDControl> <Text>Character:</Text> <Class>Label</Class> <Id>0</Id> <State>1</State> <Style>1114112</Style> <X>10</X> <Y>35</Y> <Width>75</Width> <Height>20</Height> <Family>TSFFTahoma</Family> <Style>Normal</Style> <Color>0 0 0</Color> <Size>7</Size> </WMDDControl> <WMDDControl> <Text>player_name</Text> <Class>Textbox</Class> <Id>100</Id> <State>1</State> <Style>0</Style> <X>85</X> <Y>10</Y> <Width>145</Width> <Height>20</Height> <Family>TSFFTahoma</Family> <Style>Normal</Style> <Color>0 0 0</Color> <Size>7</Size> </WMDDControl> <WMDDControl> <Text>character</Text> <Class>Dropdown</Class> <Id>101</Id> <State>1</State> <Style>131072</Style> <X>85</X> <Y>35</Y> <Width>145</Width> <Height>20</Height> <Family>TSFFTahoma</Family> <Style>Normal</Style> <Color>0 0 0</Color> <Size>7</Size> </WMDDControl> </Controls> </Instance>