For the Parkour goal the following graphics are needed:
If someone would like to make that, please do so.
- Goal picture graphics, these we need to have general anyway. Thus also for rules and environment objects(different colours?).
- Checkpoint graphics, can also be particles, whatever looks good.
- Also some indication that a checkpoint is the start/finish.
If someone would like to make that, please do so.
![](https://attach.openclonk.org/avatars/29-2030.png)
If noone has a better idea, I guess we just stick with the "picture on brown background square"?
![](https://attach.openclonk.org/avatars/64-84632.png)
Sadly enough though I always have to get these graphics - especially if like in Hazard a different background is used.
I therefore propose using the rulegraphics as a kind of "overlay", where the backgorund is specied as a rulebg.png or something and saved in the Graphics.c4g folder - similar to the HuD-Elements. Then graphics could be more flexible and the background design would rather depend on the whole design of the pack/round.
This would need a bit of enginecoding to do though :/
![](https://attach.openclonk.org/avatars/29-2030.png)
The whole point of a symbol is recognition. In this case, the brown background told you it's a goal. Recognition gets worse if you change things around, so having pink-colored goal backgrounds in your scenario is not a good idea.
It's also annoying because whenever you'd want to draw a goal symbol somewhere (Think of menus, inline in text, as overlays, etc.), you'd have to fetch the background separately and make sure it's drawn.
Me was a bit boring so I tried to make some design for the goal/rules/environmentobjects.
You can easily change the color by filling the layer named "Color".
I hereby license the following file(s) under the CC-by license
You can easily change the color by filling the layer named "Color".
I hereby license the following file(s) under the CC-by license
Maybe its just the perspective but the goal seems to be placed somewhat asymmetric on the red background.
![](https://attach.openclonk.org/avatars/29-2030.png)
Anything on red will be pretty hard to make out.
![](https://attach.openclonk.org/avatars/185-9473.png)
And, btw, backgroung on the first one was brighter :-)
![](https://attach.openclonk.org/avatars/79-5162.png)
Well, the target line is bright so I thought it would be a bad idea to make the background more bright. (bad contrast)
Edit: I've made now an alternative version: a bit brighter, more saturation, drop instead perspective shadow (which unfortunally makes the perspective look weird)
I hereby license the following file(s) under the CC-by license
Edit: I've made now an alternative version: a bit brighter, more saturation, drop instead perspective shadow (which unfortunally makes the perspective look weird)
I hereby license the following file(s) under the CC-by license
![](https://attach.openclonk.org/avatars/185-9473.png)
EDIT: Though some aesthetic maniacs can argue that two vertical (which do not look so vertical) bars are not in parallel one to each other (could be an important issue, by the way :-))
![](https://attach.openclonk.org/avatars/29-2030.png)
![](https://attach.openclonk.org/avatars/185-9473.png)
Maybe the final checkpoint should be an animated object (to make it more distinguishable)?
This graphic is only shown in menus, the checkpoints are using particles as graphics.
![](https://attach.openclonk.org/avatars/185-9473.png)
So, the best one would be a compilation of background from SECOND image and object placement from THIRD image?
May an arrow, showing into the goaldirection, could optimize it a bit.
![](https://attach.openclonk.org/avatars/1-0778.png)
![](https://attach.openclonk.org/avatars/185-9473.png)
There already is a tiny red dot, I just didn't implement any graphics, but that's certainly on the todo.
![](https://attach.openclonk.org/avatars/185-9473.png)
![](https://attach.openclonk.org/avatars/29-2030.png)
![](https://attach.openclonk.org/avatars/126-5136.png)
>Showing the arrow only when the goal is out of view range
Couldn't one just use some Distance() and PathFree() checks? I suppose this wouldn't work perfectly if a player's view range was changed, though.
![](https://attach.openclonk.org/avatars/185-9473.png)
The problem is that when you change your scale (zoom in or out) your goal will change position from whithin to beyond the screen and vice versa. Calculating the actual placement of (and need for) an arrow can be rather difficult.
![](https://attach.openclonk.org/avatars/185-9473.png)
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