Michael Toennies wrote: > > > > The Big one is that you only have the Image of > > the item in inventory. That makes play the game > > a major pain. May items look alike eg. rings. > > from the design lay out I think you could push it > > inventory window up to and then spread things out. > > Hm, i don't know exactly what you mean. At the moment, i draw all > items with his faces, of course i will use the animations of it after > i go on with the interface. I think his point is a ring of strength +2 has the same face as a ring pro fire/vuln cold, as well as most any other ring, and you probably want a quick way to know what ring is what. > Nope, i use the linux client as source base, i never see the windows client > source. One reason to write it was the poor key bindings of the windows > client, > i will make almost of the keyboard free for binding, except some defined key > for > the basic interface (like the keyboard num block for walking on the map and > the > cursor keys for cursor moving in inventory.) Fortunately for windows at least is tht you have fewer keyboard layouts to deal with (the unix client has bindings for a decent variety of keyboards to try to make it more functional on first use). I think tht might still be nice for a windows client for basic action, like apply below, search for traps, etc. You can let those keys be unbound/rebound, but I think it is preferable for a client to have a more functional setup as distributed. > **** At all, we need more people drawing pngs in 24bit and draw the > backgrounds **** > **** for the dx client. All gfx in there are frome me and i nothing more > than dummys!! **** > **** Give me a mail, if you want try some gfx, i have all backgrounds as > pngs dummys!! **** Why are you using your own png's instead of downloading them from the server? It seems like that creates more work for yourself - you need your own set of images, but also creates a scenario where each time the server has new items/monsters/whatever with images, you will need to make a new client.