1080p combat supercut featuring an entirely intentional integration of reductionist theory (Patreon)
Content
dont worry about it
so im a little tired but i got the spirit, not gonna talk too much for this one but let's just drop a few combat screenies as we tumble through the resolution jump
here's what combat looks like in 720p

and here's right after the jump to 1080

where did the background go?
perry did some tweaks:






and then i finished up today:




found the background. apparently they take the day off if they're not exactly the right height? shrug.

and just like that, we're done!!! the combat scene is rendered fully in the new resolution

wait stop
what are you doing with the ui pieces
go back
...or don't.
okay so a while ago, like back when we were messing with preloading, nicky got the combat scene to load with basically only the background. it was an accident. a cat, if you will. but........................

i saw this and was like
wait
i kind of like this???????
i actually kind of like this much better???
it sort of makes sense to me. back in the day, and i mean, the way ancient day, i kind of designed the combat UI to take up as much space as possible. this was because before i learned about dragonbones and realized i could use it, i was planning to use sprites for the battlers a la FE style. and sprites don't very big none. so... gotta let the UI take up the space, right?
that's part of why we went with the dual top-and-bottom track. the other part was that i was hoping people could use soft focus to look at the middle of the screen and in peripheral vision track on either side of the screen when to time hits, but in practice that just doesn't happen even if it might work.
anyway, then there was dragonbones! suddenly we can have models of any size! but combat ui already planned to be big! what do!
...well, let's fix it now, right? i liked the minimalist feel of it loading without any of the UI elements. let's also darken the borders of the health diamonds so they don't catch as much eye as the health itself...

...and now let's move the lane a little closer to where we're looking at it,

no need to be so tall either since we're not trying to eat space anymore.

adjust text. we're removing the 'To Kill' from combat-- it'll still be in the forecast, but i don't think it's worth the attention once we're in the thick of things.
and replacing the input marker:

boom! it feels cleaner, we get to see more of the background, and we can have the lane closer to the center. there's more flexibility in the middle isn't there? i wonder what else we can do with that...
now just one more loose end-- the pause screen:

little rocky. i was dreading this one.
...but it was surprisingly easy to clean up!

normally we also have a blur effect behind the pause but the blur effect couldn't come to work today.
but that's the show! and! that concludes our 1080p update! all parts are now dressed up for the new cheers resolution
next time we talk about controls and the mistakes of my past!