Jump to content

Search the Community

Showing results for tags 'gui'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Welcome
    • Announcements / News
    • Introductions & Off-Topic Discussion
    • Help & Feedback
  • 0 A.D.
    • General Discussion
    • Gameplay Discussion
    • Game Development & Technical Discussion
    • Art Development
    • Game Modification
    • Project Governance
    • Testing

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start





Website URL







First Name

Last Name

Skype ID

Found 9 results

  1. I know this may be controversial, but I think the current SpecificName scheme adds a minor amount of confusion, or at least a better scheme may add some more clarity where currently there is little. So, for example: <GenericName>Gallic Champion</GenericName> <SpecificName>Soliduros</SpecificName> This is actually a Swordsman, along with whatever that means to the game, but you don't know that from the name of the unit. What I would suggest is something like this: <GenericName>Champion Swordsman</GenericName> <SpecificName>Gallic Champion</SpecificName> <EthnicName>Soliduros</EthnicName> In the UI, it would show: Gallic Champion (Champion Swordsman) Likewise: Spartiate Hoplite (Champion Spearman) This now gives you a much better idea what "kind" of unit it is. The <EthnicName> "Spartiátēs" and "Soldurios" would show up elsewhere, likely in the Information viewer. Extended, we could give the player the option of what they want to see in the UI and tooltips.
  2. Changes the default game interface into a simple bluish transparent one. Feel free to add suggestions or requests. To use it unzip the folder and drag it into binaries\data\mods bluegui.zip
  3. In the 0 A.D. code there are some unit parameters that control the time that passes between two consecutive attacks of a unit. There is a technology that reduces this value by 20%. That means there is 20% less time between attacks, which means 25% higher attack speed (1/0.8=1.25). How should we cover this and similar scenarios in user-visible tooltips? −20% attack repeat time −20% attack time −20% time between attacks +25% attack speed [something else] For background, see the change proposal that triggered this topic. CC: @elexis @Freagarach @Nescio @otero @Palaxin @fatherbushido @mimo @Itms
  4. Currently 0 A.D.'s tooltips display both the armour level x (the internal value defined in templates and modified by technologies and auras) and the effective armour percentage (1-0.9^x). The question is whether maintaining the current situation is desirable: one could argue that the purpose of tooltips is to convey information at a glance, and the more data are displayed, the less visible each number becomes, so perhaps a simpler format for the armour values makes sense, hence this poll. [EDIT]: Also, in which order do you prefer the health, attack, and armour tooltips to be displayed? If you have opinions or suggestions for other options, please post here. Related: https://code.wildfiregames.com/D2247
  5. As you can see the numbers under “Resource Trickle:” are quite ugly; they ought to be 0.59, −0.34, and −0.31. Is there a way to hide those trailing zeroes and nines? Also, the line-break ought to occur before the minus, not after.
  6. based in Wraiitis mod for the GUI I will make some icons and here a work in icons for patches. if you have a request let me know.
  7. I need create new background but with renders instead that photo, but need be similar. and as inspiration of Aoe I.
  8. Hey guys, I bring some screenshots of other games to show different approaches of GUIs ·Dawn of War 1 ·Age of Empires III ·Starcraft II ·0 ad That are a little bit old RTS (haven't take a look into new ones like Grey Goo Right know the GUI doesn't fill all the screen. (Just pointing). I would suggest to move all buildings into a submenu like Starcraft or Age of Empires 1/2, and then, move all the actions that under the unit/s icon in the center, to the right panel. I Just feel the GUI a little bit crowded. What do you thing?
  9. As artist I found a issue in the messages and GUI with some player color. some player color are dark so the contrast with the own outline is bad. example Dark red, blue, and Dark Gray aren't work/contrasting with Black outline, but work with Yellow(the actual yellow is a light color). and even its worse when are over the default stone black texture
  • Create New...