Author Topic: Character placement on the screen [240x320 J2ME]  (Read 1538 times)

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Mateusz P-G

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Character placement on the screen [240x320 J2ME]
« on: June 11, 2012, 11:11:39 PM »
I'd like to discuss the problem with uneven placement of the character graphics (counted in tiles).
Without further ado, behold my leet ASCII skills!

Code: [Select]
+-----5---->|<---4---
| . . . . . . . . . .
| . . . . . . . . . .
| . . . . . . . . . .
7 . . . . . . . . . .
| . . . . . . . . . .
| . . . . . . . . . .
v . . . . . . . . . .
- . . . . . @ . . . .
^ . . . . . . . . . .
| . . . . . . . . . .
5 . . . . . . . . . .
|[O Ooze] . . . . . . (enemy info)
|[@  x/y] . . . . . . (char info)
|==================== (xp bar)

As you can see, there are 5 columns of tiles to the left of player's character and 4 to the right.
This is no biggie, and I assume that Dweller simply can't display half-tiles to keep things even.

However, if you look at vertical placement, there are 7 rows above the character and only 5 of
them below. To make things worse, about 1/3 of two bottom-most rows is constantly occupied
by those tiny info windows about the character and his current enemy.

Why not shift the vertical placement so that there's 6 rows above and 6 below?
« Last Edit: June 11, 2012, 11:20:09 PM by Mateusz P-G »
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Re: Character placement on the screen [240x320 J2ME]
« Reply #1 on: June 13, 2012, 01:09:56 AM »
I agree. This will be fixed in the next version