Not to be rude but i keep hearing you say " I will think about it, I will see where it goes, I will take it into consideration, If the people want it enough, IT will happen, And i also hear you saying this mod will be a direct copy of the UI in SAO but yet people who are suggesting things are 90% of the time directly from SAO yet you keep saying these things, The real question here is WHY are you saying these things? And yes, You really NEED to implement a Hunger Bar, This is Minecraft, It's a survival Game, We need to know what our hunger level is.
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No offence but you came off as condescending, Regardless of what I think I'm not the coder so that is exactly why I said we'll see and take it into consideration I can not gauruntee anything. aside from what has been worked on let me be perfectly clear, the assets for what has been suggested is being worked on, but right now We can't gauruntee it will be implemented. I'd rather be truthful than make baseless promises. The Hunger Bars Have been a topic of conversation. and concepts have been tossed around. but its a matter of coding and what works best while still being accurate to the original source material. Attached is one of the concept images. Please Understand Our Poistion.. We didn't take this up because we're obligated too We're doing it for our own reasons, Honestly We Don't NEED to do anything but we will if we can. *ps try not to be condescending when your asking for something or you'll sound like a spoiled entitled brat. ^-^
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Also It's quite rude to see the "I don't mean to be rude..." line when I'm just trying to act as a intermediary between the forums and the dev-team considering I'm the one most active on the forums. regardless all suggestions are taken seriously and considered and all bugs are documented. also because there were enough interested people the Original ui has been updated in the dev version and will likely be implemented in 1.1 when blue gets back from japan. do keep in mind we do have other projects in development and updates will take time but they are being worked on pretty steadily.
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But onto the topic of the Hunger bar.. I'm not sure you really need it.. I mean I function just fine with out one.. ofcourse if you have your ui on the lowest setting i can see the icons being hard to see but that seems like a personal issue. regardless it will be added in upcoming themes how ever we decide to implement it.. but that begs the question if we're adding a bar for hunger why not air bubbles too?
xp bars? when does it get to the point where you'll be statisfied that you have a working ui that is also pleasing to look at while being accurate to the source material. all I'm saying is its a pain to implement because each theme needs its own code to render the bar in certain ways and with certain animations. meaning its alot more work to make the assets properly poistion the assets and then write the code for said assets. although you can see I raise a valid point. a similar issue with the air bubbles occurs which would mean maybe a more general approach to the way things are rendered is in order than just slaping a bar onto the UI when we could make the icon flash based on the amount of saturation/air was left. I don't know if thats a perfect solution but it is something I figured i'd bring up. if you think you have a good source friendly idea of how to render it I'd love to hear it if not discuss. ill check back later tomorrow and see what a collective from the forums can do.
im getting the feeling he feels like hes being pestered by the amount of suggestions he has gotten, or he is just trying to clear up how hard coding is for people who think its really simple like what he just said.....
i also have another suggestion, but i wont post it without knowing if your ok with another idea.
But onto the topic of the Hunger bar.. I'm not sure you really need it.. I mean I function just fine with out one.. ofcourse if you have your ui on the lowest setting i can see the icons being hard to see but that seems like a personal issue. regardless it will be added in upcoming themes how ever we decide to implement it.. but that begs the question if we're adding a bar for hunger why not air bubbles too?
xp bars? when does it get to the point where you'll be statisfied that you have a working ui that is also pleasing to look at while being accurate to the source material. all I'm saying is its a pain to implement because each theme needs its own code to render the bar in certain ways and with certain animations. meaning its alot more work to make the assets properly poistion the assets and then write the code for said assets. although you can see I raise a valid point. a similar issue with the air bubbles occurs which would mean maybe a more general approach to the way things are rendered is in order than just slaping a bar onto the UI when we could make the icon flash based on the amount of saturation/air was left. I don't know if thats a perfect solution but it is something I figured i'd bring up. if you think you have a good source friendly idea of how to render it I'd love to hear it if not discuss. ill check back later tomorrow and see what a collective from the forums can do.
The thing I find with the air bubbles is that the little icon on the right would probably fit it...perhaps it being a tiny meter that shows up and slowly drains down top to bottom. For xp, you have the total xp percentage if you go into the character profile in the inventory.
Problem with the hunger bar is that you already have a bar for it in the ALO version, so having something less appealing, useful, and contradicting doesn't make sense. In the current version, the icons only have three stages:
- Can't Regenerate
- Can't Sprint
- No hunger left
The thing is that the difference from full to can't regen is 2, while the difference from that to no sprinting is 12, and then the remaining is 6. Overusing food is a larger factor in many cases, where you don't know to use carrots(3) or steak(8). Especially in things such as survival games, or factions, where food is scarce, you need to maintain the maximum efficiency.
Also, may servers use hunger as an indicator to represent energy, mana, or even cooldowns. The current icons pretty much render those systems useless, and only give the most basic interpretations. I'll say it now: bars are better
Now I know adding in breath and xp (and maybe even armor) bars will get clustered, which is why I don't see a point to them. Xp and armor is already displayed in the player information screen, while using a constantly draining effect meter/icon would work perfectly fine for breath.
In conclusion, I think that the hunger/mana bar fits perfectly into the theme of both the actual UI, and its core background. It has practical use, and I should think many agree it's much more pleasant to look at. It will give more critical information, and shouldn't even be that difficult to implement.
Just my 2 cents
PS: I believe this placement for the bar is much more suitable than the area you put it in. No offense, but it kind of protrudes a bit, and doesn't look like it "flows" with the rest of the UI
The issue hat you guys are missing is that we know it needs to be there. the hunger is very important but the current issue is finding the best way to implement it into the original ui correctly, and as it stands, the original SAO style is just not as capable of fitting it as the ALO theme is. personally, i would love other implementations as well. the experience bar is kinda needed for certain games i play and i do need it, but that would be the last bar i would need. there are soo many options i would like but for now we got to think practically. we have one coder and 3 artists... all 3 artists need to agree to push something to the coder which will then have to spend time to figure out how to exactly add it in correctly. along with that, we are all trying to stay as close as possible to source material and, while adding other bars is useful, it can sometimes be impractical.
So, for the time being, use the ALO theme for your hunger bar needs for now, and just wait till such an update comes out with an SAO hunger bar. it is planned so there is no need to ask for it.
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I very much see your point in the matter at hand, I'm not going to get into a full discussion on the subject only because it is hard enough for me to type this at the moment because of how intoxicated i am but i will voice my words tomorrow, But i do see where you are coming from now and also understand your reasoning, All i can say as of now is thank you and i look forward to helping and discussing future involvements with this mod to make it the best possible.
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by all means I respond to all suggestions but simply put things like additional bars and such can be hard to implement and will be on the back burner and dicussed alot more then easy to make and implement things. ^-^
well, maybe you could put the hunger bar at the bottom of the health bar? and add something else (like xp for a shortcut to see it) to where others want the hunger bar?
P.S i don't know how to change to the ALO theme. but ill see if i can figure it out
Edit: ok i found out thanks but the hunger bar isnt seeming to be moving when i run for a few seconds, usually it would only take a few seconds to start depleting but it doesnt seem to be moving right now. ill wait a bit more and see what happens
Edit Again XD: ok its working i just wasnt realizing it or something nvm lol im a bit silly.
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Short Summary,
Thanks.
Thought of that but it would look gaudy infact I'm against the absorption numerical value for the same reason. but people asked for it.
could be possible but I imagine that would involve some external hook-ups so this will be one of those if we get around to it.
explain alittle better please?
This won't work because the client does not have access to that information if I recall, same thing with the game mode of other players.. its iffy and also its not source accurate and would give unfair advantages to the user so I'd imagine this would be one of the last things added if at all.
simple fix just going into the jar and find the localization file and rename the guild icon option, its a simple fix and ill update our sources but its not a bug persay just a oversight.
Possible but impractical the original makes it alot easier to use and also faster.. so if you get some +1's on your post ill consider looking into making the assets for it but even lower priority than adding hunger bars to the other theme.
I agree it needs a rework so i'll pitch it but no works getting done until july 15th or later in the month as blue is on vacation so for the moment stay tuned.
Possible but personally this doesn't seem necessary, the smooth health should display the changes fast enough if not the numerical counter will also.. so very low chance of this happening but again if more people ask for it we'll look into alternatives.
If you are in this layer of the menu and want to go back one layer to equipment/items/skills, you have to press equipment in order to go back, otherwise you'll close the interface all together. This feels a bit awkward since a person who want to go to skills, probably would try to press skills. So basically I'd like to increase the hitbox of going back to a certain layer, to all of that layer's options.
Oh and though it's probably impossible, I'd love if gaining a buff triggered the same animation as in ALO during the Calibur "arc". One can always dream :,)
Best regards
Shuai
P.S. About the hunger thing, just to clarify; I'm not suggesting you add a numerical value under the health bar, but rather changing the 3-stage debuff sprite to a numerical one.
Regarding actual SAO, debuffs on other players appear on the right of their health bar, much like how it does on yours. I couldn't find an image, but I found this:
I think it shows all the information and "textures" that shows up. When you get it working, notice guild signs appear on top of the bar (Not sure if that is possible). Also that's what the crystal actually looks like
To take your idea for numbers instead of a bar for hunger, I'd have to respectfully disagree. Bars simply flow better, and give a better "appeal" to the image. Also, we have a bar for the ALO one. Why give a disadvantage for SAO?
You have to keep in mind that an icon would have to always be present, and that it would take away from the clean image
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there is alot of discussion about the hunger bars and other things at the moment, but as far as implementing it the development team agrees on this much. modifying the ui structure to include hunger bars where the party bar would go is out of the question, and too many counters would have to be displayed to show all of the ingame data. and a possible solution is dis-playing important information in the profile section of the UI.
"To take your idea for numbers instead of a bar for hunger, I'd have to respectfully disagree. Bars simply flow better, and give a better "appeal" to the image. Also, we have a bar for the ALO one. Why give a disadvantage for SAO?"
Because A. the Menu does not support a Second Bar for the Original UI B. When We Started Working on This The General Thought Was to leave The Original as a Legacy Mode in Respect of Jacki C. Because Tarnishing the UI for something that doesn't fit the theme in the first place irritates me considering I'm the one Making the Assets in most of the Interfaces.
"I think it shows all the information and "textures" that shows up. When you get it working, notice guild signs appear on top of the bar (Not sure if that is possible). Also that's what the crystal actually looks like"
*That was actually the source image from which I based the new Icon ^-^
"If you are in this layer of the menu and want to go back one layer to equipment/items/skills, you have to press equipment in order to go back, otherwise you'll close the interface all together. This feels a bit awkward since a person who want to go to skills, probably would try to press skills. So basically I'd like to increase the hitbox of going back to a certain layer, to all of that layer's options."
Should be a Simple Fix ill make a note of it
"Regarding actual SAO, debuffs on other players appear on the right of their health bar"
It's a general philosophy we don't try to give anyone using this ui an unfair advantage. I can see you provided references for it and that is very admirable but I did bring it up yesterday in the developers chat it was pretty roundly ignored. if its implemented it will likely be on the bottom of the list before we take up our next project.
there is alot of discussion about the hunger bars and other things at the moment, but as far as implementing it the development team agrees on this much. modifying the ui structure to include hunger bars where the party bar would go is out of the question, and too many counters would have to be displayed to show all of the ingame data. and a possible solution is dis-playing important information in the profile section of the UI.
"To take your idea for numbers instead of a bar for hunger, I'd have to respectfully disagree. Bars simply flow better, and give a better "appeal" to the image. Also, we have a bar for the ALO one. Why give a disadvantage for SAO?"
Because A. the Menu does not support a Second Bar for the Original UI B. When We Started Working on This The General Thought Was to leave The Original as a Legacy Mode in Respect of Jacki C. Because Tarnishing the UI for something that doesn't fit the theme in the first place irritates me considering I'm the one Making the Assets in most of the Interfaces.
"I think it shows all the information and "textures" that shows up. When you get it working, notice guild signs appear on top of the bar (Not sure if that is possible). Also that's what the crystal actually looks like"
*That was actually the source image from which I based the new Icon ^-^
"If you are in this layer of the menu and want to go back one layer to equipment/items/skills, you have to press equipment in order to go back, otherwise you'll close the interface all together. This feels a bit awkward since a person who want to go to skills, probably would try to press skills. So basically I'd like to increase the hitbox of going back to a certain layer, to all of that layer's options."
Should be a Simple Fix ill make a note of it
"Regarding actual SAO, debuffs on other players appear on the right of their health bar"
It's a general philosophy we don't try to give anyone using this ui an unfair advantage. I can see you provided references for it and that is very admirable but I did bring it up yesterday in the developers chat it was pretty roundly ignored. if its implemented it will likely be on the bottom of the list before we take up our next project.
Perhaps you could add a "UI Style" button in the options that takes you to a separate tab, with the 'Legacy,' HD SAO and HD ALO...
Don't mean to throw more onto your already large workload, but I'd thought I'd just put it out there
i agree. 100% legit, 10/10 IGN
XD
No offence but you came off as condescending, Regardless of what I think I'm not the coder so that is exactly why I said we'll see and take it into consideration I can not gauruntee anything. aside from what has been worked on let me be perfectly clear, the assets for what has been suggested is being worked on, but right now We can't gauruntee it will be implemented. I'd rather be truthful than make baseless promises. The Hunger Bars Have been a topic of conversation. and concepts have been tossed around. but its a matter of coding and what works best while still being accurate to the original source material. Attached is one of the concept images. Please Understand Our Poistion.. We didn't take this up because we're obligated too We're doing it for our own reasons, Honestly We Don't NEED to do anything but we will if we can. *ps try not to be condescending when your asking for something or you'll sound like a spoiled entitled brat. ^-^
Also It's quite rude to see the "I don't mean to be rude..." line when I'm just trying to act as a intermediary between the forums and the dev-team considering I'm the one most active on the forums. regardless all suggestions are taken seriously and considered and all bugs are documented. also because there were enough interested people the Original ui has been updated in the dev version and will likely be implemented in 1.1 when blue gets back from japan. do keep in mind we do have other projects in development and updates will take time but they are being worked on pretty steadily.
But onto the topic of the Hunger bar.. I'm not sure you really need it.. I mean I function just fine with out one.. ofcourse if you have your ui on the lowest setting i can see the icons being hard to see but that seems like a personal issue. regardless it will be added in upcoming themes how ever we decide to implement it.. but that begs the question if we're adding a bar for hunger why not air bubbles too?
xp bars? when does it get to the point where you'll be statisfied that you have a working ui that is also pleasing to look at while being accurate to the source material. all I'm saying is its a pain to implement because each theme needs its own code to render the bar in certain ways and with certain animations. meaning its alot more work to make the assets properly poistion the assets and then write the code for said assets. although you can see I raise a valid point. a similar issue with the air bubbles occurs which would mean maybe a more general approach to the way things are rendered is in order than just slaping a bar onto the UI when we could make the icon flash based on the amount of saturation/air was left. I don't know if thats a perfect solution but it is something I figured i'd bring up. if you think you have a good source friendly idea of how to render it I'd love to hear it if not discuss. ill check back later tomorrow and see what a collective from the forums can do.
im getting the feeling he feels like hes being pestered by the amount of suggestions he has gotten, or he is just trying to clear up how hard coding is for people who think its really simple like what he just said.....
i also have another suggestion, but i wont post it without knowing if your ok with another idea.
just to be nice..:)
The thing I find with the air bubbles is that the little icon on the right would probably fit it...perhaps it being a tiny meter that shows up and slowly drains down top to bottom. For xp, you have the total xp percentage if you go into the character profile in the inventory.
Problem with the hunger bar is that you already have a bar for it in the ALO version, so having something less appealing, useful, and contradicting doesn't make sense. In the current version, the icons only have three stages:
- Can't Regenerate
- Can't Sprint
- No hunger left
The thing is that the difference from full to can't regen is 2, while the difference from that to no sprinting is 12, and then the remaining is 6. Overusing food is a larger factor in many cases, where you don't know to use carrots(3) or steak(8). Especially in things such as survival games, or factions, where food is scarce, you need to maintain the maximum efficiency.
Also, may servers use hunger as an indicator to represent energy, mana, or even cooldowns. The current icons pretty much render those systems useless, and only give the most basic interpretations. I'll say it now: bars are better
Now I know adding in breath and xp (and maybe even armor) bars will get clustered, which is why I don't see a point to them. Xp and armor is already displayed in the player information screen, while using a constantly draining effect meter/icon would work perfectly fine for breath.
In conclusion, I think that the hunger/mana bar fits perfectly into the theme of both the actual UI, and its core background. It has practical use, and I should think many agree it's much more pleasant to look at. It will give more critical information, and shouldn't even be that difficult to implement.
Just my 2 cents
PS: I believe this placement for the bar is much more suitable than the area you put it in. No offense, but it kind of protrudes a bit, and doesn't look like it "flows" with the rest of the UI
The issue hat you guys are missing is that we know it needs to be there. the hunger is very important but the current issue is finding the best way to implement it into the original ui correctly, and as it stands, the original SAO style is just not as capable of fitting it as the ALO theme is. personally, i would love other implementations as well. the experience bar is kinda needed for certain games i play and i do need it, but that would be the last bar i would need. there are soo many options i would like but for now we got to think practically. we have one coder and 3 artists... all 3 artists need to agree to push something to the coder which will then have to spend time to figure out how to exactly add it in correctly. along with that, we are all trying to stay as close as possible to source material and, while adding other bars is useful, it can sometimes be impractical.
So, for the time being, use the ALO theme for your hunger bar needs for now, and just wait till such an update comes out with an SAO hunger bar. it is planned so there is no need to ask for it.
I very much see your point in the matter at hand, I'm not going to get into a full discussion on the subject only because it is hard enough for me to type this at the moment because of how intoxicated i am but i will voice my words tomorrow, But i do see where you are coming from now and also understand your reasoning, All i can say as of now is thank you and i look forward to helping and discussing future involvements with this mod to make it the best possible.
~<{Your Guardian, Sir Hexen}>~
by all means I respond to all suggestions but simply put things like additional bars and such can be hard to implement and will be on the back burner and dicussed alot more then easy to make and implement things. ^-^
well, maybe you could put the hunger bar at the bottom of the health bar? and add something else (like xp for a shortcut to see it) to where others want the hunger bar?
P.S i don't know how to change to the ALO theme. but ill see if i can figure it out
Edit: ok i found out thanks but the hunger bar isnt seeming to be moving when i run for a few seconds, usually it would only take a few seconds to start depleting but it doesnt seem to be moving right now. ill wait a bit more and see what happens
Edit Again XD: ok its working i just wasnt realizing it or something nvm lol im a bit silly.
Didn't see your post, so I couldn't know why it as been deleted ;p
If it's a mod I think you should have received a warning.
If it isn't, then it's a bug on your end most probably.
To all the people posting here:
I won't be able to update anything until mid july, just so you know ;p
Our todo list is HUGE, but once I'm back I'll try focusing on things that are the most asked for. But, by all means, please keep in mind:
* modding takes up a lot of time!
* we do everything we do only because we like doing it. If we don't like it, we won't do it!
* we don't owe you ANYTHING. We generously publish what we do, we aren't forced to!
That being said, we'll gratefully take up any suggestions/tips you could have, and I hope this project will grow big
"‘Checkmate’ doesn’t mean you’ve simply cornered the enemy king. It's a declaration that the enemy king is yours."
"Hate me, you can't escape me!"
SAO UI mod, now maintained by me and an awesome team of artists
If my comment helped you, don't hesitate to hit that green UP arrow
Just a curious question, why doesn't this version of the mod work with java 7? Jacki's does, so if I may ask: Why does this require java 8?
new features used by our mod were made using features in java 8 to my understanding.
This may seem random, but don't cave to the Java 7 users. Take advantage of Java 8, it's great! Java 7 is discontinued anyway.
I'm working on an open-source mod called Craft++. Check it out!
Short Summary,
Thanks.
Thought of that but it would look gaudy infact I'm against the absorption numerical value for the same reason. but people asked for it.
could be possible but I imagine that would involve some external hook-ups so this will be one of those if we get around to it.
explain alittle better please?
This won't work because the client does not have access to that information if I recall, same thing with the game mode of other players.. its iffy and also its not source accurate and would give unfair advantages to the user so I'd imagine this would be one of the last things added if at all.
simple fix just going into the jar and find the localization file and rename the guild icon option, its a simple fix and ill update our sources but its not a bug persay just a oversight.
Possible but impractical the original makes it alot easier to use and also faster.. so if you get some +1's on your post ill consider looking into making the assets for it but even lower priority than adding hunger bars to the other theme.
I agree it needs a rework so i'll pitch it but no works getting done until july 15th or later in the month as blue is on vacation so for the moment stay tuned.
Possible but personally this doesn't seem necessary, the smooth health should display the changes fast enough if not the numerical counter will also.. so very low chance of this happening but again if more people ask for it we'll look into alternatives.
Yet Again, もありがとう しゅあいーさン
~狼
Regarding actual SAO, debuffs on other players appear on the right of their health bar, much like how it does on yours. I couldn't find an image, but I found this:
I think it shows all the information and "textures" that shows up. When you get it working, notice guild signs appear on top of the bar (Not sure if that is possible). Also that's what the crystal actually looks like
To take your idea for numbers instead of a bar for hunger, I'd have to respectfully disagree. Bars simply flow better, and give a better "appeal" to the image. Also, we have a bar for the ALO one. Why give a disadvantage for SAO?
You have to keep in mind that an icon would have to always be present, and that it would take away from the clean image
there is alot of discussion about the hunger bars and other things at the moment, but as far as implementing it the development team agrees on this much. modifying the ui structure to include hunger bars where the party bar would go is out of the question, and too many counters would have to be displayed to show all of the ingame data. and a possible solution is dis-playing important information in the profile section of the UI.
"To take your idea for numbers instead of a bar for hunger, I'd have to respectfully disagree. Bars simply flow better, and give a better "appeal" to the image. Also, we have a bar for the ALO one. Why give a disadvantage for SAO?"
Because A. the Menu does not support a Second Bar for the Original UI B. When We Started Working on This The General Thought Was to leave The Original as a Legacy Mode in Respect of Jacki C. Because Tarnishing the UI for something that doesn't fit the theme in the first place irritates me considering I'm the one Making the Assets in most of the Interfaces.
"I think it shows all the information and "textures" that shows up. When you get it working, notice guild signs appear on top of the bar (Not sure if that is possible). Also that's what the crystal actually looks like"
*That was actually the source image from which I based the new Icon ^-^
"If you are in this layer of the menu and want to go back one layer to equipment/items/skills, you have to press equipment in order to go back, otherwise you'll close the interface all together. This feels a bit awkward since a person who want to go to skills, probably would try to press skills. So basically I'd like to increase the hitbox of going back to a certain layer, to all of that layer's options."
Should be a Simple Fix ill make a note of it
"Regarding actual SAO, debuffs on other players appear on the right of their health bar"
It's a general philosophy we don't try to give anyone using this ui an unfair advantage. I can see you provided references for it and that is very admirable but I did bring it up yesterday in the developers chat it was pretty roundly ignored. if its implemented it will likely be on the bottom of the list before we take up our next project.
Perhaps you could add a "UI Style" button in the options that takes you to a separate tab, with the 'Legacy,' HD SAO and HD ALO...
Don't mean to throw more onto your already large workload, but I'd thought I'd just put it out there
Ofcourse we are ^-^
thats in the plan once we get it organized, not very likely that we're going to add bars.. but we'll think of something.