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Portraits position in main menu
05-04-2012, 11:09 PM
(05-04-2012, 02:43 PM)Madsiur Wrote:(05-04-2012, 01:42 PM)Zeemis Wrote: You guys could try this layout.
I'm aiming for somethimg similar but I'm not sure yet if I'll keep the portrait or display the character sprite in a certain pose. That would save a lot of space since a sprite is smaller than a portrait. I also found how to disable the left shift of the portrait when you perform row, but you still hear the sound and row works. I'm thinking displaying the back row state as an extra icon next to the status aliments. My goal is also to display the class names AND status at the same time.
I will also have the place for an extra entry (maybe two!!) in the menu, which is already made, for special option(s). What comes to my mind is a music/SFX player and/or a bestiary. I'm also planning to restore the custom controls window and renaming window for Cyan's SwTech but the valuable SRAM used for this could be used for a 7th character name letter also. These last two feature were in FF6j but not ported to FF3us. I'll have to decide...
I'm also thinking trying to transform the fixed width font into a variable width font, like in the dialogue. This would be a lot nicer and a lot of string could have more letters. This a really ambitious feature though.I will aslo apply most of the changes Angelo did in his Longer name patch and will expand the item names to 16 letter.
You know, you could just make a portrait of an enhanced character sprite. I mean, the portrait is the character itself and it's higher quality than a 12 color sprite. If that's done, you'll still have ample room because portraits do have transparency, so a 40x40 portrait can technically overlap each other because it'd be a character sprite.
Just a thought.
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