Comments (10)
Important things big. Lesser things small.
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Also needs a random button. If ****** is a secret she should go next to it in the middle columns third row.
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Hmmm I forgot the Random one... :P
Anyway what do you think that would look better bigger or smaller?
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Make the player section bigger, make the character selection boxes smaller (just a tiny bit though), make the "Brawl" box slightly larger, make the "Back" slightly smaller. Also I'm not sure how likely a five-player set-up is going to work out since the standard is 4, but I guess we should discuss it.
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Later I'll try to upload a new picture with your suggestions. Really I need to reduce a bit the character selection boxes to have space to show that "Press to start" strip when all players are ready to Smash.
The number of players is a variable, I chose 5 just because I didn't make the player slot's width dynamic yet and it looked better with 5 players.
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Here is a new mockup pic with some modifications, I removed Keine for while to put random there. What do you think?
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Looks better. You probably could shrink the boxes a bit to let Keine get back on (and ****** would fill the blank spot left over, of course).
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Well I'll let them confirm the character list before changing more the size of the boxes there because I saw 2 different lists in this github. If more people are OK with this layout them we could start to get some artists to generate the UI art to replace those white transparent images used in each element there. Or I could create them but I am not the best artist :P
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For now, the only absolutely confirmed character is Reimu. Until we actually start on development of multiple characters, it would be best not to assume the roster to be a certain size. For certain though, the absolute most we will have on initial release is 20, and even that may be high.
I know next to nothing about the new uGUI system, but it should allow for dynamic additions of elements. How difficulty would it be to make a script that would it be to resize and move individual character slots given a list of them? If it is too much, we can defer that functionality til later.
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I think that it isn't hard to change the elements to work with dynamic additions. The list is already dynamic, it only needs to control each slot's size too.
By the way here is the Stage Menu like the one from Wii. When you hover over the stages it shows the stage's name, logo and image in the left side. When you click on any of them it should go to the battle sending the data from selected characters and stages.
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Related Issues (20)
- Characters are sliding around when hit on the ground
- Test using Unity 2018.1's Constraint inputs to keep weapons in character's hands HOT 1
- Design wireframes of menus HOT 1
- Look into replacing Loadables with the new Unity Addressables System HOT 1
- Upgrade to C# 7.2 HOT 3
- Migrate submodule dependencies into Unity Package Manager format to be fetched remotely
- Sword leaves Youmu's hands after exiting the Land state
- Using PostProcessing in AssetBundleds leads to improperly loaded scenes. Crashing game in builds. HOT 1
- Implement Grabs HOT 1
- Implement Teching
- Add generic hitfreeze animation for characters.
- Create generic hit SFX HOT 1
- Create generic hit VFX
- Volume control options operate in logarithmic scale
- Replace InControl with Unity's new Input System HOT 1
- Add Unity Analytics Opt-Out button to Options
- Add more graphics options HOT 2
- Implement Sudden Death Matches HOT 1
- Update to Unity 2018.3
- Character percent portraits appear twice and the camera displays somewhere other than the stage
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