Notes |
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(0026289)
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XuaXua
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2014-05-27 17:25
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Probably also applies to Tiles. |
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(0026986)
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XuaXua
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2014-08-13 02:10
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See Capture.gif; kinda ridiculous. |
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(0028095)
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PleasingFungus
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2014-12-20 03:22
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The situation in Spider is now much better, since the floor there is purple.
Orc is still very bad. |
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(0028096)
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PleasingFungus
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2014-12-20 03:23
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A simple fix might be to recolour the formicid player sprite. |
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(0028097)
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XuaXua
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2014-12-20 03:39
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Changing the background circumvents the solution and makes more work for background developers. Solve it by altering the overlay for ghosts, or consider using the 100% completely different white ghost image that shows up whenever you use Ctrl-X when a player ghost is in view. |
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(0028181)
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roctavian
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2014-12-30 22:50
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Though the base formicid player tile is dark, the armor tile overlay is also particularly dark -- and both issues are compounded by making player ghost tiles semitransparent, which theoretically means "ghostly" but in practice means "more similar to the floor" no matter what color the floor is.
Could the auto-rim script make player dolls with a white outline rather than a black one? I think that would be a good way to communicate "player ghost." If it were possible, semitransparency for the main part of the player doll wouldn't be a problem.
Alternately, there could be custom tiles to generate player ghosts from, which would be less work than you might imagine; player ghosts should probably still resemble player doll tiles, whatever else they look like. |
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(0028195)
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XuaXua
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2015-01-02 20:11
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As noted in the OP on this, don't demigods glow? Can't that be used? |
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(0028200)
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PleasingFungus
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2015-01-02 22:18
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The demigod monster sprite has a little halo manually drawn around it, if that's what you mean. Not very useful here. |
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(0028218)
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XuaXua
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2015-01-03 05:21
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My bad; I thought it was generated like half the other sprites (corpse sprites). |
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