Repositioning HP and XP bars
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*raises a hand*Dave wrote:So is there anyone at all who, like me, thinks that before the recent change to hide the bars during combat, the bars looked fine, worked fine, were clear to the user, and of minimal annoyance?
David
Old way was better than disappearing bars, in my opinion. Although the disappearing bars are at least not quite as annoying now as when they were first put in.
/me agreesDave wrote:So is there anyone at all who, like me, thinks that before the recent change to hide the bars during combat, the bars looked fine, worked fine, were clear to the user, and of minimal annoyance?
David
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I felt they were fine before, and fine now. Then again, I'm not an art developer.Dave wrote:So is there anyone at all who, like me, thinks that before the recent change to hide the bars during combat, the bars looked fine, worked fine, were clear to the user, and of minimal annoyance?
David
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I liked my bars. It gave me an immediate feeling of how were my forces doing, and produced changes in my mindset as the game went on.
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I had always wondered why they flashed in battle, it is really hard to tell who is winning. I prefer the old wayDave wrote:So is there anyone at all who, like me, thinks that before the recent change to hide the bars during combat, the bars looked fine, worked fine, were clear to the user, and of minimal annoyance?
/raises hand
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Probably because I asked boucman to do it. However, that was when (around 1.1.4) the bar behaviour was such that they flickered on and off during a fight, and anything was better than that (naturally I still prefer the current way, however).JW wrote:Wow, so like, if everyone prefers the old way....how did the new way get implemented at all?
To stop the discussion in the wrong direction - putting the bars outside the hex isn't a viable option with the current engine. This would cause a huge performance penalty currently and we've got enough problems with that already.
Don't go on to talk about OpenGL is so much faster etc. now - this is well known. But we need someone with the right skills to actually code it. Knowing the possible solutions is the first step but that one is already done. Getting someone who's willing to do a huge rewrite of the engine which is a lot of work is what's required now.
Don't go on to talk about OpenGL is so much faster etc. now - this is well known. But we need someone with the right skills to actually code it. Knowing the possible solutions is the first step but that one is already done. Getting someone who's willing to do a huge rewrite of the engine which is a lot of work is what's required now.
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