The dialog screen of every IE or IE-like game is a joke, with the exception of Disco.That dialog window design is such a joke. How can you play the game like that?
The dialog screen of every IE or IE-like game is a joke, with the exception of Disco.That dialog window design is such a joke. How can you play the game like that?
the EEs really didn't have much to go with, with regards to art:That dialog window design is such a joke. How can you play the game like that?
I don't know art, but text readability improves when the text line length is not too big. This is the reason why you cannot just increase the width of the text area to cover the horizontal spread of a wide screen display just because you have free space to do it. This is also the reason why, for larger areas, the text layout is usually structured in columnsthe EEs really didn't have much to go with, with regards to art:That dialog window design is such a joke. How can you play the game like that?
Just stretching it would have been terrible, it was designed for 4:3 screens not 16:9 at much larger resolutions/size.
This is the reason why I think that the text layout of Disco Elysium is a better solution. (At least Disco's devs thought with their heads):
Yes, you right. Shadowrun did the right thing, before Disco.This is the reason why I think that the text layout of Disco Elysium is a better solution. (At least Disco's devs thought with their heads):
Yes, you right. Shadowrun did the right thing, before Disco.This is the reason why I think that the text layout of Disco Elysium is a better solution. (At least Disco's devs thought with their heads):
Not just them, but any that copied the IE-style dialogue box without understanding why it made sense on smaller 4:3 monitors. They're definitely not the only offender.Yes, you right. Shadowrun did the right thing, before Disco.This is the reason why I think that the text layout of Disco Elysium is a better solution. (At least Disco's devs thought with their heads):
Another proof that Pillows of Eternity was just blind cargo cultism that missed the point, copying IE conventions without thinking about them.
Too lazy to go look it up, but I'm pretty sure NWN did too.Drakensang The Dark Eye had a dialogue box in the right side of the screen before it was cool.
Not just them, but any that copied the IE-style dialogue box without understanding why it made sense on smaller 4:3 monitors. They're definitely not the only offender.Yes, you right. Shadowrun did the right thing, before Disco.This is the reason why I think that the text layout of Disco Elysium is a better solution. (At least Disco's devs thought with their heads):
Another proof that Pillows of Eternity was just blind cargo cultism that missed the point, copying IE conventions without thinking about them.
Too lazy to go look it up, but I'm pretty sure NWN did too.Drakensang The Dark Eye had a dialogue box in the right side of the screen before it was cool.