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Re: Skins

Postby WompWomp » 09 Mar 2012, 14:57

There is a font, sorry, you can't attach ttf files so here's the full zip with a fix to one other file while I'm at it. I haven't really bothered to name it, so go with whatever.

The BG texture is horizontally seamless but not vertically, I don't expect many people are running a resolution taller than 1300px. The match background doesn't actually have anything wrong with it, it just wont fill the entire background at an aspect ratio that isn't 16x10 which doesn't look as nice. I could make 5:4, 4:3, and 16:9 versions but that seems like an awkward fix.

Also attached an extended version of the original avatar sprite sheet I sent you.
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Skins and Avatars

Postby Tranberry » 10 Mar 2012, 14:47

I'm a bit curious about these avatars, are they for both Human-player and AI?
For me 'avatars' is a way to differentiate between players. So while I see the need for it in 'Quest mode' it is not as useful as in a future where Forge has multiplayer, and this leads me to my real question:

Why should avatars be bundled with skins, to me this sounds very odd. If we got avatars in Forge I would not like them to change due to what theme/skin I'm currently using, especially in a multiplayer scenario.

edit:
Not directly asked to you WompWomp, more to mr Doublestrike I guess.
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Re: Skins

Postby moomarc » 10 Mar 2012, 15:56

The avatars were only available from the default sprite sheet until the Simpsons came along. I felt that to have a fully inclusive skin the player had to be able to play with the characters (and evidently Doublestrike agreed). I still feel that way, but perhaps the best solution (if its possible) would be to make the default selection be available to all skins, then, if a skin has its own sprite sheet, add those avatars on to the end of the default list instead of replacing them. Doublestrike will have to get back to us on the plausibility of that.
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Re: Skins and Avatars

Postby WompWomp » 13 Mar 2012, 19:47

Tranberry wrote:I'm a bit curious about these avatars, are they for both Human-player and AI?
For me 'avatars' is a way to differentiate between players. So while I see the need for it in 'Quest mode' it is not as useful as in a future where Forge has multiplayer, and this leads me to my real question:

Why should avatars be bundled with skins, to me this sounds very odd. If we got avatars in Forge I would not like them to change due to what theme/skin I'm currently using, especially in a multiplayer scenario.
To clarify those avatars aren't part of the skin, my skin doesn't have its own avatar sheet. I supplied the default set of Avatars to Doublestrike, which is what that's an update to.
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Re: Skins

Postby Doublestrike » 17 Mar 2012, 07:06

WompWomp wrote:so here's the full zip
Great! I put it up as "Firebloom". Sorry it took so long, it's been an extremely busy week at work and I haven't had time to sit down and Forge. Love those custom icons.

WompWomp wrote:To clarify those avatars aren't part of the skin, my skin doesn't have its own avatar sheet. I supplied the default set of Avatars to Doublestrike, which is what that's an update to.
Thanks WompWomp, that's updated too.

Tranberry wrote:If we got avatars in Forge I would not like them to change due to what theme/skin I'm currently using, especially in a multiplayer scenario.
moomarc wrote:but perhaps the best solution (if its possible) would be to make the default selection be available to all skins, then, if a skin has its own sprite sheet, add those avatars on to the end of the default list instead of replacing them
Done. Was that what you had in mind? There will be a problem with indexing if a user changes skins; for example, say there's 100 default avatars, and 10 unique avatars, and the user has selected avatar #105, then switches to a skin without unique avatars, their choice will be reset. But not a big deal, I reckon.

Sounds good, and it's done. Also, while we're on the topic, the avatar-switch bug at runtime should be fixed now. It was a separate bug than all of the other ones, amazingly.
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Re: Skins

Postby WompWomp » 05 May 2012, 17:33

Here's an updated sprite sheet with win streak and reset UI icons.

Semi-related in 1.2.7 the selected skin's End Turn button is getting replaced by the default skin's for whatever reason.
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Re: Skins

Postby Doublestrike » 20 May 2012, 06:25

WompWomp - just added these now, along with the compressed version of the match background you sent me. Looks good, and is a lot faster now with the lighter image :)
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Re: Skins

Postby WompWomp » 11 Jun 2012, 19:08

Previously the match background was only being shown during matches, but now it's showing as the background for the rest of Forge as well. Is that intentional? Either way it causes readability issues in menus in firebloom so, at least for now, bg_match needs to be removed.

Also, since I'm here, have a spritesheet.
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Re: Skins

Postby Chris H. » 12 Jun 2012, 12:11

WompWomp wrote:Previously the match background was only being shown during matches, but now it's showing as the background for the rest of Forge as well. Is that intentional? Either way it causes readability issues in menus in firebloom so, at least for now, bg_match needs to be removed.

Also, since I'm here, have a spritesheet.
 
I checked a few of the other skins and they seem to have the same issue.

Your updated sprite sheet has been added to the SVN.

I did not remove the bg_match file.

It may be best to not have this file displayed on the home view. Not sure how to do that though. :-k
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Re: Skins

Postby Doublestrike » 23 Sep 2012, 02:37

Chris H. wrote:I did not remove the bg_match file.

It may be best to not have this file displayed on the home view.
This is fixed; should only be showing in match view now. Please report funny behavior.

FYI, if we want to later, a background image can be set in each UI state.
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Re: Skins

Postby moomarc » 08 Mar 2013, 12:44

I'm unsticky-ing this thread. It's been inactive for a long while and I think we've got enough skins packaged with Forge that the rest can be downloaded by uses as they want. To that end, the Skins/Themes thread in the main Forge forum is more visible to casual users.
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