It was. I'm looking at it closer right now and I do like the way the gray background of the fill bars looks.
Just a couple of usability suggestions:
keep the fill and the bar background separed, so that a programmer can adjust the fill through code directly; and leave a blank pixel between L and V in the level label for, as they are now, they look pretty much like 'W'. But I think that, if you enlarge this, you're pretty likely to remove that little imperfection (as well as the P of 'pack', which is not very clear) when adding some detail...
If you mean to resize it all (without much pain), you should use an integer scaling factor (e.g. 2x, 3x) with the nearest interpolation, to avoid blurry effects. You would probably have to add more detail, then...
If you meant, instead, to enlarge the rectangle without changing the borders, just move them slightly away and fill the blank spaces in between.
Also, my personal suggestion is to use .png along with .psd, for the latter can only be used by Windows users, whereas png is universal.
Aside from that, your GUI seems pretty well done...
@cjc83486: that was a good idea - better than the static one I made above. Fortunately, there's wise people round here: http://opengameart.org/content/the-machine-dismantled (notice he also added nice tweaks and edits)
I agree with vk saying that it depends on the game genre - arcade games or puzzles rarely need a story.
That being said, I do appreciate stories inside RPG and RTS games, though I don't like them if they're too complex.
For example, I've played through 'The Witcher' a while ago, but I personally found its complicated and involving story slightly confusing at some points. I was all time like: "Hmm... Am I doing it right or am I making a huge mistake which will trouble me later?".
Someone might say this is like in real life, but I don't like having to worry as in real life while playing.
On the other hand, I really loved the way some kind of background plot was given in 'World of Goo': it was not relevant to the gameplay and I didn't have to make important decisions, but the story - given through short messages, the signs and things like those, including the final dialog with MOM - gave a wonderful surreal mood.
Hummm.... I guess something's been changed in the way SVGs are treated - for I get a blank page too. Anyway, you could try right clicking the link and using the Save option in the contextual menu. That one works for me...
Ooops... They were not intended to be this way, gonna correct it immediately :) I didn't notice that up to now
EDIT: corrected that - thanks for pointing out!
Whoa! Very good indeed, vk! May I add that and add you as a collaborator? (I will make a goldish version of the sheet unless you have one...)
It was. I'm looking at it closer right now and I do like the way the gray background of the fill bars looks.
Just a couple of usability suggestions:
keep the fill and the bar background separed, so that a programmer can adjust the fill through code directly; and leave a blank pixel between L and V in the level label for, as they are now, they look pretty much like 'W'. But I think that, if you enlarge this, you're pretty likely to remove that little imperfection (as well as the P of 'pack', which is not very clear) when adding some detail...
If you mean to resize it all (without much pain), you should use an integer scaling factor (e.g. 2x, 3x) with the nearest interpolation, to avoid blurry effects. You would probably have to add more detail, then...
If you meant, instead, to enlarge the rectangle without changing the borders, just move them slightly away and fill the blank spaces in between.
Also, my personal suggestion is to use .png along with .psd, for the latter can only be used by Windows users, whereas png is universal.
Aside from that, your GUI seems pretty well done...
@yd: thanks!
@cjc83486: that was a good idea - better than the static one I made above. Fortunately, there's wise people round here: http://opengameart.org/content/the-machine-dismantled (notice he also added nice tweaks and edits)
New update:
ground left untouched, drawn new water tiles - which I guess look better now, inspired by this tileset by Surt - and tweaked a bit the wall.
Made a game that uses these for a parallax background: http://github.com/buch415/marble
Couldn't help making a game out of these... Not more than a mini-game, though here it is: https://github.com/buch415/Marble
I agree with vk saying that it depends on the game genre - arcade games or puzzles rarely need a story.
That being said, I do appreciate stories inside RPG and RTS games, though I don't like them if they're too complex.
For example, I've played through 'The Witcher' a while ago, but I personally found its complicated and involving story slightly confusing at some points. I was all time like: "Hmm... Am I doing it right or am I making a huge mistake which will trouble me later?".
Someone might say this is like in real life, but I don't like having to worry as in real life while playing.
On the other hand, I really loved the way some kind of background plot was given in 'World of Goo': it was not relevant to the gameplay and I didn't have to make important decisions, but the story - given through short messages, the signs and things like those, including the final dialog with MOM - gave a wonderful surreal mood.
Hummm.... I guess something's been changed in the way SVGs are treated - for I get a blank page too. Anyway, you could try right clicking the link and using the Save option in the contextual menu. That one works for me...
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