Re: infection counter?
Posted: Mon Sep 16, 2013 2:25 am
If not an actual counter, perhaps a gradual increase in the transparency of the icon as the effect/condition wanes?
That is a really good suggestion Tristan! +1Tristan wrote:If not an actual counter, perhaps a gradual increase in the transparency of the icon as the effect/condition wanes?
Tristan wrote:If not an actual counter, perhaps a gradual increase in the transparency of the icon as the effect/condition wanes?
Fair point, though I think icon transparency as a function of rounds remaining has a certain elegance . Whether an immediate disappearance (in the case of a 1-round duration) or a lengthy fade (in the case of 20-round duration), the status is imparted to the player. I also haven't checked the code to determine if the icon is re-drawn after each round, a requirement for either approach. I'd prefer not to sacrifice any screen space for a solution -- I suspect AT still primarily is played on phones and always will be. Screen space is precious.Zukero wrote:I'd vote against the transparency : it's not deterministic enough. What about when it lasts only one round to begin with, compared to those who last more than 20 rounds ?
I'd say both numbers in a YxZ fashion on the bottom part would suffice. Same font size as currently.
Or, sacrifice 10px by moving the icons up, and adding YxZ below. (Y = number of rounds, Z = multiplier).
This isn't what I meant at all. Two numbers, period. No x's. Multiple icons for multiple instances, like we have now.Pyrizzle wrote:because unless the player has a good sized screen or good image quality it may look like this:
|2x3|1x2|3x1|
|2x3|1x2|3x1|
|2x3|1x2|3x1|
|2x3|1x2|3x1|
|2x3|1x2|3x1|
kinda hard to read.
I used | to make the edge of one status effect and the next.