Geoff the Medio wrote:
The different scale factors with zoom is interesting... though I'd like to see it done the reverse way, with more halo and less disc when zoomed out, and more disk and less halo when zoomed in.
Bad idea. The definite shape is needed at small sizes to make the stars distinct from the background. Look at Celestia, i'm doing essentially the same thing with halos.
Geoff the Medio wrote:
....So for me, your example discs seem too big, regardless of halo size....
Please take the time to read
all the words before rushing to comment. I've already said this:
me in the first post wrote:
The largest size in my example is probably unnecessary, and ultimately the core star graphics could probably be shrunk to 64x64, but things can be easily shrunk later.
Geoff the Medio wrote:
Another alternative to consider is having stars have no halo unless moused over, rather than brightening a bit as they do now. Probably wouldn't work to have only pointlike non-halo then, though...
There are lots of better ways to indicate mouse-over than the current set-up. As it is now all the stars are dimmed, except when one is moused-over, this muddies up all the stars almost all the time. Counter-rotating halos as Breadmans suggested or an expanding halo would both be better ways to show mouseover. (Though the counter-rotation would be more obvious over time as a means to show selection)
Geoff the Medio wrote:
Also, your pointy rays seem a bit too regularly spaced, thick....
Nit-picking. Did you see i called these "test images?" It's a waste of time trying to prefect graphics for a feature that's not yet been coded, by trying to imagine how it will look ingame.