TaCktiX wrote:You are only required to make centered digits for 88. 888 (or 88 color code) is required to make sure that those don't obscure other number or some text on the map.
But when digits go over border and you can't read them only because you are using a very helpful feature like armies color code, I say it need to be tested before being released and the 88 test is not enough! And if you centered 888 correctly (between the first and second digit) then you will have some really ugly map with the last 8 half over a 22 pixels black bordered army circle which make it unreadable if it's in blue.
De gueules à la tour d'argent ouverte, crénelée de trois pièces, sommée d'un donjon ajouré, crénelé de deux pièces
Gules an open tower silver, crenellated three parts, topped by a apertured turret, crenellated two parts
TaCktiX wrote:You are only required to make centered digits for 88. 888 (or 88 color code) is required to make sure that those don't obscure other number or some text on the map.
But when digits go over border and you can't read them only because you are using a very helpful feature like armies color code, I say it need to be tested before being released and the 88 test is not enough! And if you centered 888 correctly (between the first and second digit) then you will have some really ugly map with the last 8 half over a 22 pixels black bordered army circle which make it unreadable if it's in blue.
That's the way of it - you won't be stopped unless it's really bad... but you personally can make your map nicer if you like.
Placing neutral troops on map to indicate starting neutral or starting positions could help during foundry process.
After i received some requests of help about it, i want to post these files:
Along the same line as what Nobody just posted, here is a brush set for the different army numbers. It is basically just the outline, so if you use it, I suggest having the fg color set to black.
Looking at a bunch of maps I realized that 1 or 2 digits is centered where the xml placed it. However more than two digits overflows to the right.
I almost wish that the game engine allowed you to put an opacity on the div that holds the unit numbers so that when units got that big you could read them easier. A toggle to turn on and off that opacity would be great.
==D
Where Have I Been? ... Testing a prototype board game that I co-designed called Alien Overrun!
Hmm... I'm having problems downloading the neutral 0-9 numbers. It downloads fine but all I got was a a blank image opened in Preview... I tried opening it in Photoshop and all it gave me was a tiny and empty picture as well.
Industrial Helix wrote:Hmm... I'm having problems downloading the neutral 0-9 numbers. It downloads fine but all I got was a a blank image opened in Preview... I tried opening it in Photoshop and all it gave me was a tiny and empty picture as well.
Open with photoshop, then change to visible the layer you need . See the spoiler Spoiler
Open the file with photoshop
Click image to enlarge.
e.g. if you need the number 1, change to visible the "1 neutral" layer
thenobodies80 wrote:Placing neutral troops on map to indicate starting neutral or starting positions could help during foundry process.
After i received some requests of help about it, i want to post these files:
did someone have the new font with colour letters in front
De gueules à la tour d'argent ouverte, crénelée de trois pièces, sommée d'un donjon ajouré, crénelé de deux pièces
Gules an open tower silver, crenellated three parts, topped by a apertured turret, crenellated two parts