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Snag it from the Downloads section. Lighting is still mediocre, but the level is in great shape otherwise.
After a short testing period, the JK GUI Revamp has been released.
33% larger and rounded Item and Force Power icons and the accompanying Item and Force Power selection indicators.
The newest screenshot doesn't reflect the quality of the upscaled icons; I'll get a proper screenshot taken eventually.
QM
I've started work on a complimentary UI touchup project tentatively named JK GUI. I'm scaling up all item and force power icons by 33% and making them circular.
It doesn't sound like much, but there are size limitations imposed by JK (namely in overlap problems), so I figure getting as much out of the screen real estate as possible is worthwhile.
QM
It looks like I've ironed out all the bugs my UI revamp had. Font palette issues and the bacta tank numeric readout are fixed.
This should be pretty good on compatibility with various mods and is meant as an always-on replacement to JK's HUD.
QM
I've got a Super Shield indicator working on the UI finally which means the only bug left is the lack of quantity number on Bacta Tanks.
Please leave feedback on bugs and on the UI itself.
QM
I've uploaded the Message Font I've been working on. Snag it from the downloads section and drop me a line on what you think.
Important things to consider when trying it out: are letters and symbols easily recognizable, is the spacing and size readable, and are there any text overlap bugs.
QM
With the main HUD pushed out, I've decided to do what I can for the message font. It has annoying constraints due to the scoreboard; letters can't be too wide or you won't be able to read individual player scores and they can't be too tall or the chat text (and other message text that appears at the top of the screen) will overlap the scoreboard from above.
Anyhow, check out the newest screenshot and post in the forums what you think. I intend to spruce up the font a little, graphically (adding faint scanlines for example, like the default message font), but tell me what you think of the font choice and readability. The screenshot is zoomed in 300%.
All readouts are complete. I still haven't gotten around to doing the background graphics yet. I uploaded a beta to the downloads section. I'm still messing with other work-arounds for the Super Shield display since my current plan is mod-unfriendly.
The layout is finalized and the Super Shield problem I had been having is solved. The tedium of a 101-frame health readout has passed but more tedium lies before me. Forgive the ugly graphics on the left; I was testing using a little lightglobe graphic for when Super Shields are active.
I hope JK supports 201-frame BMs...
QM
I've uploaded some background graphic templates if anyone wants to take a crack at making some HUD backgrounds. Meanwhile, I'll be fiddling around with some supershield font issues.
The layout for the templates is pretty simple; if you have any questions, stop by the forums.
QM
I have all fonts and graphics in place and now need to get the graphics shaped up. I'm happy with my font choice but need to spruce up everything else.
QM
Got a rough layout started and the fonts set up (and colored correctly...) for the shield and ammo readouts (and their supermode versions). Still have to set up health and mana gauges and create proper graphics for the HUD frames.
QM
Threw up an alpha version of the level.
There are major flaws, such as being able to jump up onto black sections of the level, and the fact that much of the level is incomplete.
It should function in multiplayer with multple people, though I've done minimal testing in this regard.
Please leave feedback as this is my first released level (as far as I remember).
