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Combat GUI tweaks #1805

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7 of 10 tasks
Sanglorian opened this issue May 1, 2023 · 1 comment
Open
7 of 10 tasks

Combat GUI tweaks #1805

Sanglorian opened this issue May 1, 2023 · 1 comment
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Combat GUI Related to the GUI

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@Sanglorian
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Sanglorian commented May 1, 2023

A few things I've noticed while playing. All very minor, but I wanted to record them. Hope this isn't too much of a dump all at once!

  • In battles with wild tuxemon, the opponent_party_tray image shows up. However, we only need it for battles with trainers, so we know how many monsters they have.
  • If a monster's technique does not occur because they've Dozed Off, we don't need to display "It failed!" - just telling us that the monster is asleep will be enough.
  • When a tuxemon gains XP, it would be good if the XP bar increased while the player is watching - as well as saying in the text box how many XP the monster gains.
  • It doesn't seem as if the healing from Recovering shows up in the HP bar; I'm not sure if that's because it isn't healing or the bar just isn't updating -- or if I'm just not noticing it!
  • When the monster gains the Recovering condition, the poison drip animation plays over them. This isn't needed (maybe we could come up with a different one if it would help set the mood).
  • The combat screen seems to be cropped a little - for example, when I poison a monster, only the bottom half of the poisoned symbol appears.
  • If the wild monster you're facing is one you've already caught, it would be great if we could display a little tuxeball on its card - maybe between the name and Lv.?

Also, some things for discussion:

  • I think the condition symbols should display on the little panel, next to the monster's HP bar. This may require making smaller versions than the current ~16px sprites. But I think that's easier to read than putting it to the top-left of the sprite. Interested to hear what others think!
  • I think the little patch of earth the opponent stands on would look a bit better if it was the same colour as the patch of earth your monster stands on -- what do others think?

And this is a big GUI change but I think would be really useful:

  • When you select "Fight" and can choose between the four techniques, it'd be great if the stats for each technique showed up in the "What will Lambert do?" box in the bottom left, changing as you use the arrows keys to browse the techniques. That would give players a lot of guidance in which techniques to use. I reckon I could come up with some symbols and so on to fit all the key information in there in a nice-looking way -- if there's interest.
@Sanglorian
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It doesn't seem as if the healing from Recovering shows up in the HP bar; I'm not sure if that's because it isn't healing or the bar just isn't updating -- or if I'm just not noticing it!

It works for me, but it's "fast", or at least, the player needs to watch 10 things at the same time. Especially if there is some fancy status with entry text + bonus text if there is another status + bonus if it's going to lose it. It happens that I need to put the finger on the screen to check if it works. But at least is slower than before.

Ah, my bad! I must have missed it.

If the wild monster you're facing is one you've already caught, it would be great if we could display a little tuxeball on its card - maybe between the name and Lv.?

There is a problem of space. Opened a PR about, but no one replied #1769 LMAOO I was checking, this one too #1694 #1694 is interesting, because it addresses the textarea stuff, at the moment is messy, because if you change the value in #1769, not everything changes. Eg there are places where the background is pygame_menu, others still menu. The only issue with #1694 is that, how can I say, the dialogue appear white for a nanosecond before switching to the other color (background). Without reducing the font, it would be really hard to fit all the desired icons or texts.

Sorry I didn't reply to those, I don't think I saw them in time. I do like the larger fonts (value 5 looks best to me in #1769), but I see what you mean that we are trying to fit a lot in. We could expand the monsters' cards a bit too to make more room (and maybe remove the space between Lv. and the level number). And it would certainly be useful to have font size be adjustable.

You told me here: #1410 (comment) it's not so easy to move the status symbol there, but I saw you have a small version of the actual symbol, that would be less invasive, we can easily replace.

Ah sorry, I forgot about that! Looking at those screenshots, 16x16 condition sprites would definitely be too big for there -- do you think the 9x9 condition sprites would work?

moreover you need to specify if you want the held item in the combat screen as icon, it could clog up the screen. I tried to test it by putting the item in the upper right, and with a status in upper left, it was messy. But if you reduce the icons of the held items, then it can be done, maybe always left side, but one upper left and the other only left.

Held items are okay to keep hidden, I think.

update:

If a monster's technique does not occur because they've Dozed Off, we don't need to display "It failed!" - just telling us that the monster is asleep will be enough.

Fixed

Thanks heaps for this (and all your other work)!

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