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Changes smes, cells, cell charger, terminals and apcs icons #29931

Merged
merged 6 commits into from
Aug 17, 2017
Merged

Changes smes, cells, cell charger, terminals and apcs icons #29931

merged 6 commits into from
Aug 17, 2017

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nicbn
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@nicbn nicbn commented Aug 15, 2017

🆑
imageadd: Nanotrasen redesigned the area power controllers!
imageadd: Thanks Xhuis for the contrast tweak on APCs
/:cl:

Does not close any other APC-sprite related PRs.

The SMESes perspective have been tweaked
The cell chargers and cells are now 3:4 perspective
APCs are no longer 3:4
APC colors are brighter
Terminals look more minimalistic
Cell chargers now show the cell sprite of the cell that is inside it
The APC screen still needs more contrast

apc2
apc
29334556-1ee5193a-81de-11e7-9ae1-5ee1db0f130e
smes

@tgstation-server tgstation-server added the Sprites A bikeshed full of soulless bikes. label Aug 15, 2017
@WJohn
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WJohn commented Aug 15, 2017

really doesn't help that you're taking pics with screen stretch on.

I do think the terminals and APCs could probably be a little 3/4th, but I understand the whole "walls and floors are top down" mess we've cornered ourselves in. At some point those are gonna need be moved to something more sane looking (as will windows, doors, and grilles) but that's a project for later.

@nicbn
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nicbn commented Aug 15, 2017

I think that making the wall-mounted objects not 3:4 makes them feel like in the wall rather than above the wall.

The apc and cell charger pics are 200% stretched, the offline apc is 250%, the smeses are 250%, and the dmi preview one is not streched at all.

@WJohn
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WJohn commented Aug 15, 2017

Of course, this only applies right now because walls, too, are top down rather than 3/4th. This'll have to change again later on if walls are every made 3/4th (a huge project which will inevitably devolve into intense shit flinging on all sides).

@WJohn
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WJohn commented Aug 15, 2017

On another note, I think it would be best if we combine this with #29901 as these here don't fix the contrast problem on the screens themselves. I can send you an updated DMI in a bit, if you're cool with that.

@nicbn
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nicbn commented Aug 15, 2017

I'm fine with that, the screens are much better with more contrast.

@WJohn
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WJohn commented Aug 15, 2017

Alright, I touched nearly every single APC sprite there so it's best if you just use the whole .dmi. I haven't touched the SMES cells or anything.

http://www.mediafire.com/file/059epult7ljwtv7/power_%284%29.dmi

This effectively combines the increased contrast PR (with a bit of minor tweaking so it's not quite so jarring).

@WJohn
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WJohn commented Aug 15, 2017

Hmm, looking at this again, I'm not entirely keen on the SMES cells being made smaller and less indicative of how much charge they have. Could you undo that?

@nicbn
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nicbn commented Aug 15, 2017

They are not less indicative, they just have one less light.
There is the green light, the red light and the yellow-red light, which I removed.
Now, when there should be red on the yellow-red, there will be a blinking yellow light on the green and red lights. When there should be yellow, there will be blinking yellow in only one light.
I tested it and it does not look harder to understand, actually the blinking thing is kinda cool.

@nicbn
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nicbn commented Aug 15, 2017

But if you think this would damage the user experience, I'd have no problem with undoing this change.

@WJohn
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WJohn commented Aug 15, 2017

Hmm. Maybe that'll be alright, then. Could combine them, perhaps? Make it blinking red when very close to empty, but otherwise still have 5? Or find a way to fit 4-5 lights in the current sprite.

@nicbn
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nicbn commented Aug 15, 2017

If you mean the power indicator lights, when the indicator should be a light that is not present, the light before it will blink. Is the power indicator lights the problem? If it is I can make them a single bar.

@WJohn
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WJohn commented Aug 15, 2017

I think a single bar would be preferable, yeah. With it flashing when it's down to the last tick for when it's empty.

@GunHog
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GunHog commented Aug 16, 2017

Please revert the SMES, the new ones look awful! 👎
Old one for comparison:
old smes

@WJohn
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WJohn commented Aug 16, 2017

They look different than what's shown. They're actually a smooth bar so you get just as much detail. Other than that there's really very little actually changed over what we have now, just a slight perspective shift, you see more of the top. Pics aren't updated is all.

Doesn't help that it's a stretch to fit picture, of course.

@lzimann
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lzimann commented Aug 16, 2017

Then update the pictures to reflect what it actually looks in game. Otherwise everyone will probably consider this godly awful.

@nicbn
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nicbn commented Aug 16, 2017

Updating the pictures, no more stretching.

@ghost
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ghost commented Aug 16, 2017

I'd love to see them in game w/ the blinking lights and stuff

@nicbn
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nicbn commented Aug 16, 2017

No recording software, sorry. You can download the DMI and test it yourself anyway.

@WJohn
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WJohn commented Aug 16, 2017

Oh and one last complaint I have heard about new APCs:

Could you try and change the pixel x and y shifting so they're more centered and pretty much touch the edge of the wall better?

This was referenced Aug 16, 2017
@nicbn
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nicbn commented Aug 16, 2017

I'm pretty sure that's a mapping problem, as there is no dirs in the sprites.

I could add dirs, but that would require adding dir var in every APC already mapped, in the construction code etc. In other words, it would be a pain in the ass.

Oh yeah, and the sprites are centered.

@WJohn
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WJohn commented Aug 16, 2017

The dirs set the pixel shifting in game, actually. It's unique to APCs and kind of retarded. Mappers just set their own pixel shifting because it's bothersome to see APCs just hanging out floating in the air in the map maker.

@nicbn
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nicbn commented Aug 16, 2017

Oh.

I'll add rotation, let's see what happens.

@WJohn
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WJohn commented Aug 16, 2017

Oh no, definitely don't add rotation. The whole point of this is to make it easy to read regardless of where they're placed. Keep em all using one direction. I'm talking the map making dirs 1, 2, 4, 8 being used to affect their pixel shifting, and it seems slightly not aligned, and I'm asking you to tweak it so that it is.

@nicbn
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nicbn commented Aug 16, 2017

Which one is the one?

apc.dm
pixel_x = (src.tdir & 3)? 0 : (src.tdir == 4 ? 24 : -25)
pixel_y = (src.tdir & 3)? (src.tdir ==1 ? 23 : -24) : 0
apc_frame.dm
if(pixel_shift)
	switch(ndir)
		if(NORTH)
			O.pixel_y = pixel_shift
		if(SOUTH)
			O.pixel_y = -pixel_shift
		if(EAST)
			O.pixel_x = pixel_shift
		if(WEST)
			O.pixel_x = -pixel_shift

@WJohn
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WJohn commented Aug 16, 2017

The first one, try messing with the 24: -25 and 23: -24 values there, see if you can get something better looking in game.

Maybe our old ones were just as badly shifted. Maybe players are bitching about something that was always bad and hasn't changed any.

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6 participants