Thread: Spirigon - 2D MMORPG

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  1. #31  
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    Great work man, games looking really playable!

    Although this is 2d game, I still feel the need to keep some shortcut keys activated.
    For example your abilities can be a popup/draggable for "c" key. B for bag etc.

    Then those tabs on the bottom right can be reduced to possibly 1-3?. This will keep the frame of the actual display less of a cluster feel on the eye.

    I would also suggest creating a small interface/hud on the top left to display those Combat/EXP/HP , kind of like most mmporpgs are. My last bit of suggestion for now would be organize the chat ui a little more. circular with level, two bars for hp and blue on below hp for xp.
    This will also allow you to kind of pull off cool affect later down the road for xp gains and such would easily fit to the UI.


    I would get rid of that white line for starters.
    Second those boxes can be merged together and placed above the chatbox text area, kinda like its connected. This will keep your colors balanced and also limit the eye cluster it feels like on the bottom imo ofc..

    Its weird and kind small detailed points, but i feel like this is what you really are focused on right now other than it also being more playable.

    I feel these suggestions would really make your game pop to a person viewing it for the first time.
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  3. #32  
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    Quote Originally Posted by Guruu View Post
    Great work man, games looking really playable!

    Although this is 2d game, I still feel the need to keep some shortcut keys activated.
    For example your abilities can be a popup/draggable for "c" key. B for bag etc.

    Then those tabs on the bottom right can be reduced to possibly 1-3?. This will keep the frame of the actual display less of a cluster feel on the eye.

    I would also suggest creating a small interface/hud on the top left to display those Combat/EXP/HP , kind of like most mmporpgs are. My last bit of suggestion for now would be organize the chat ui a little more. circular with level, two bars for hp and blue on below hp for xp.
    This will also allow you to kind of pull off cool affect later down the road for xp gains and such would easily fit to the UI.


    I would get rid of that white line for starters.
    Second those boxes can be merged together and placed above the chatbox text area, kinda like its connected. This will keep your colors balanced and also limit the eye cluster it feels like on the bottom imo ofc..

    Its weird and kind small detailed points, but i feel like this is what you really are focused on right now other than it also being more playable.

    I feel these suggestions would really make your game pop to a person viewing it for the first time.
    For the chatbox are you looking for something like this?

    Attached image

    I've also been designing other UI's let me know what you think of this for a shop?

    Attached image

    I will keep your suggestions in mind i let the other dev know


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    I love
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  5. #33  
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    Quote Originally Posted by Pokemon View Post
    For the chatbox are you looking for something like this?

    Attached image

    I've also been designing other UI's let me know what you think of this for a shop?

    Attached image

    I will keep your suggestions in mind i let the other dev know
    Yeah the chat box looks a lot better, but i would l defiantly suggest sticking to a solid bg rather than that current one.

    Although on UI it looks really awesome. Now its starting to feel like a really nice first impressions game

    Input area imo also needs to be same length as chatbox width imo. Not a fan of that round thing. Rectangles would work better with a small line separator. Possibly same color as bg but with 1 px gap.
    also can create cascading effect to support longer max char input limit.
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  6. #34  
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    Quote Originally Posted by Pokemon View Post
    For the chatbox are you looking for something like this?

    Attached image

    I've also been designing other UI's let me know what you think of this for a shop?

    Attached image

    I will keep your suggestions in mind i let the other dev know
    This shit looks great.
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  7. #35  
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    Quote Originally Posted by Bow View Post
    This shit looks great.
    Thank you!

    Quote Originally Posted by Guruu View Post
    Yeah the chat box looks a lot better, but i would l defiantly suggest sticking to a solid bg rather than that current one.

    Although on UI it looks really awesome. Now its starting to feel like a really nice first impressions game

    Input area imo also needs to be same length as chatbox width imo. Not a fan of that round thing. Rectangles would work better with a small line separator. Possibly same color as bg but with 1 px gap.
    also can create cascading effect to support longer max char input limit.
    Thanks Guruu!

    So i felt like this wood UI i made didn't match the theme of the game, after sitting down and plotting the User experience and how to remove the clutter from the UI to have more space to click around the map in game i came up with this. It has a modern feel to it and looks clean/minimal i'm very happy and have decided to stick with this

    Attached image

    Attached image

    The backpack icon is a way to quickly access your inventory with a window, the bitstrap icon will open a non-walkable interface where you can change your equipment, access your spirigon encyclopedia, game settings, graphics settings and apps you add to your bitstrap

    We will be coding the bitstrap interace on the next update and have it functional


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    I love
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  8. #36  
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    Used to love following your PokeFrontier project back in the day. Excited too see this progress, looking good so far
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    Ardorva #1 RSPS 2019
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  10. #37  
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    The ui is looking perfect good job
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  12. #38  
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    Quote Originally Posted by Pokemon View Post
    Thank you!



    Thanks Guruu!

    So i felt like this wood UI i made didn't match the theme of the game, after sitting down and plotting the User experience and how to remove the clutter from the UI to have more space to click around the map in game i came up with this. It has a modern feel to it and looks clean/minimal i'm very happy and have decided to stick with this

    Attached image

    Attached image

    The backpack icon is a way to quickly access your inventory with a window, the bitstrap icon will open a non-walkable interface where you can change your equipment, access your spirigon encyclopedia, game settings, graphics settings and apps you add to your bitstrap

    We will be coding the bitstrap interace on the next update and have it functional
    Much better!
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    Attached image
    Quote Originally Posted by MrClassic View Post
    Arham is the official thanker!
    List of my work here!
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  13. #39  
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    Quote Originally Posted by Arham View Post
    Much better!
    Thank you!

    Hey guys we are now starting to do massive tests on IOS and Android devices here is a picture of it running on an HTC U12+
    I've had a discussion with Bambino about mobile devices and we updated our list on what needs to be changed to provide the best user experience on mobile
    We will be modifying our scale values so the aspect ratio adjusts properly to the device dimension

    Attached image

    Added labels to the buttons on the chatbox
    Attached image

    Waiting on my tablet to start the tileset art, will be getting it shipped in this friday hopefully and get a lot of art posted out


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  15. #40  
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    I'd like to welcome a new developer to our team Spirigon.Lorax has a strong background in web development and C++ i'd like to introduce him to everyone following our project


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    I love
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