The up and down arrows next to the enemy's stats indicate whether or not that stat has been affected by one of the states shown in the right-hand column. I'm hoping it's not too visually cluttered.
I reworked my status window tonight, adding a dedicated window for the actor portrait and a blur effect under each window. I also had the idea to add each actor's sprite to the top left next to the command icons. I felt like I needed another way to show whose turn it currently was, and I like the idea of including the sprites even though I've gone with a front-view system.
I've made some progress in terms of learning to work with states in the process of working on this in-battle status window. Getting states displayed and sorted to my liking took some time.
Cleaned my menus up a bit and decided to use the MV actors instead of the FES DLC actors tonight. Also working on a simple skill plugin to allow for swift actions / instant cast spells.
Revisited the battle HUD code experiment I posted a few months ago. Figured out how to mask sprites, so that the actor HP gauges and face images fit within the windowskin's rounded corners.
Trying out some battle HUD ideas; this is a bit of a hybrid of things I've posted in the past, with a couple of recent inspirations added into the mix.
I bought the Nintendo Switch version of Dragon Quest 3 when it was on sale recently, and now I'm afraid I'm completely down the Dragon Quest rabbit hole.
I don't think the design of the status window is final, but I'm happy with the progress.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.