Movement markings
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Movement markings
Since Deonjo has come up with another movement idea, he gave me an idea. It's not the same, but it made something click in my head that I remember having trouble with before.
When in movement mode you position your cursor further away than your unit can reach in one go, it would be helpful to have a number next to the footprint where the unit would end up after each turn. If that's hard to follow, here's a mock up view. Sorry about the font, I don't know what it is!
Hope this works, tell me what you think.
DB
When in movement mode you position your cursor further away than your unit can reach in one go, it would be helpful to have a number next to the footprint where the unit would end up after each turn. If that's hard to follow, here's a mock up view. Sorry about the font, I don't know what it is!
Hope this works, tell me what you think.
DB
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Just a short dude with a lot of time . . .
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Doros: Me too! That's why I would like this idea. I often backtrack my way through the course to find where I would be after x turns.
Dthurston - I like it, the image would have to be fairly high alpha, and would still need a number next to it to indicate how many turns away. If you think you can do it, or you know someone who can then please do. It sounds great!
Cheers for the support guys.
DB
Dthurston - I like it, the image would have to be fairly high alpha, and would still need a number next to it to indicate how many turns away. If you think you can do it, or you know someone who can then please do. It sounds great!
Cheers for the support guys.
DB
Just a short dude with a lot of time . . .
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How about...
Each hex has a number showing movement expended to enter the hex.
The 40% alpha unit would be positioned for every time a unit reachs its max movement for one turn.
Change the color of the numbers to indicate distance. Greener for shorter distances, more red or black for further and further way.
All that seems like a bit of clutter though...
Each hex has a number showing movement expended to enter the hex.
The 40% alpha unit would be positioned for every time a unit reachs its max movement for one turn.
Change the color of the numbers to indicate distance. Greener for shorter distances, more red or black for further and further way.
All that seems like a bit of clutter though...
"A wise man speaks when he has something to say. A fool speaks when he has to say something."
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This could not be done in WML, it requires C++. I don't think the semi-transparent image would ever be used because it could be confused with other effects, for example units that are currently invisible to the enemy also are semi-transparent when viewed by their controller. Still, it is probably not a big change in the C++ code to do this.
"you can already do that with WML"
Fight Creeeping Biggerism!
http://www.wesnoth.org/forum/viewtopic. ... 760#131760
http://www.wesnoth.org/forum/viewtopic. ... 1358#11358
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