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Josh

WFG Retired
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Everything posted by Josh

  1. The fish lying on the deck look out of place in my opinion, you may want to consiter removing them.
  2. Here's a split of Age of Empires Online vs 0 A.D. to help compare and contrast:
  3. I like number one better as well, but I'd suggest getting rid of the "Player Name" header and just bumping the rest up so that "Team 1" would be in the same place. An example might be better: __________________________________________________________ | Overview | | Units | | Buildings | | Resources | | Trade | | |_|_______|_|___________|_|___________|_|_______| | _________________________________________________ | | | Team 1 | Food | Wood | Stone| Metal| Total| | | |______________|______|______|______|______|______| | | | Player 1 | 1515 | 9586 | 6345 | 2465 | 9878 | | | | | | | | | | | | | Player 2 | 4871 | 1234 | 5745 | 4566 | 9998 | | | |______________|______|______|______|______|______| | | | Team 1 Total | 2438 | 2346 | 6326 | 2453 | 4527 | | | |______________|______|______|______|______|______| | | ______________ | | | Team 2 | | | |______________|___________________________________ | | | Player 3 | 1515 | 9586 | 6345 | 2465 | 9878 | | | | | | | | | | | | | Player 4 | 4871 | 1234 | 5745 | 4566 | 9998 | | | |______________|______|______|______|______|______| | | | Team 2 Total | 2438 | 2346 | 6326 | 2453 | 4527 | | | |______________|______|______|______|______|______| | |__________________________________________________________| (feel free to reuse and modify the above for demonstrative purposes)
  4. (note this was written before the previous reply) I'd try to eliminate closely related/similar tabs and keep the interface as straight forward and as clean as possible. I think the following arrangement would work best: __________________________________________________________ | Overview | | Units | | Buildings | | Resources | | Trade | |__________|_|_______|_|___________|_|___________|_|_______| Overview Default tab, contains sub-scores and total scores along with stats that don't fit as well in other places (like % exploration). Units Pretty self-explanatory, anything and everything units (trained, killed, most used unit). Buildings Again, pretty simple, anything and everything building-related (built, destroyed, most built). Resources Total resources gathered, ending resources. Trade Resources obtained through trade (market), resources exchanged with other players through diplomacy. This doesn't really leave space for many miscellaneous stats, but removing some/all of those would be non-consequential. Each tab would be broken into team groupings. Here's an example in ACSII (ignore the numbers): __________________________________________________________ | Overview | | Units | | Buildings | | Resources | | Trade | | |_|_______|_|___________|_|___________|_|_______| | __________________________________ | | | Food | Wood | Stone| Metal| Total| | | ___________________|______|______|______|______|______| | | | Team 1 Player 1 | 1515 | 9586 | 6345 | 2465 | 9878 | | | |_______ | | | | | | | | | Player 2 | 4871 | 1234 | 5745 | 4566 | 9998 | | | |__________|______|______|______|______|______| | | | Total | 2438 | 2346 | 6326 | 2453 | 4527 | | | |__________|______|______|______|______|______| | | _______________________________________________________ | | | Team 2 Player 3 | 1515 | 9586 | 6345 | 2465 | 9878 | | | |_______ | | | | | | | | | Player 4 | 4871 | 1234 | 5745 | 4566 | 9998 | | | |__________|______|______|______|______|______| | | | Total | 2438 | 2346 | 6326 | 2453 | 4527 | | | |__________|______|______|______|______|______| | |__________________________________________________________|
  5. I (personally) really like the visual style the Ptolemies are taking. It's certainly not cartoony, but it's got a really nice warmth that can make it a little more inviting compared to the other civilizations.
  6. Fine enough point, it might just be best to decide on case-by-case basis.
  7. My opinion on all this is that the inclusion of potentially offensive visual content has little or no advantage over the number of players we would lose/offend which makes it logical to simply keep it out of the game.
  8. Hello! Thank you for your application to the Wildfire Games Programming team, and sorry for the delayed reply. Typically contributing to 0AD starts with programming and submitting your patches to trac as you get familiar with the codebase. After a number of good contributions, we'll evaluate inviting you to the team and giving official SVN access. There's no important difference between team members and open-source contributors other than the former have SVN access. If you have any questions, I invite you to stop by our IRC channel.
  9. Well, with the lobby it seems a prototype version of my options window got mixed in. All that's to do now is the tedious work of finishing adding all the options. I also think that we'll probably need a mostly complete advanced options window + backend before we can do a "simple" graphics setting.
  10. No, but it's not really been a priority. If you're interested in the touchscreen UI being worked on, starting on some mock-ups might give us a little more motivation to begin looking seriously at the idea.
  11. For all who are interested, Phillip (Ykkrosh) did a little fiddling on the current code and got things (sort of) working again on his Nexus 7: I've also done a little (unrelated) work to get things compiling on normal Linux-on-ARM, and as a result, we now have Ubuntu and Debian packages of 0AD for ARM.
  12. No need to re-compress any changes, just create a folder named "public" in the same directory as public.zip and any changed files you put in the "public" folder will be used. Sometimes it might just be easier to decompress "public.zip" into "public" and delete public.zip so that the "mods" directory only contains the folder "public".
  13. We're progressing on a new GUI, some of the existing GUI may be converted as soon as Alpha 16. But for now we always like to hear ideas or particular issues with the current GUI. Of the existing GUI, are there any pieces that particularly bother you?
  14. Doesn't even need to be used, I got a new, supported OpenGL >4.0 card on sale for $15.
  15. Might not be a bad idea, we don't want what happened to the Ubuntu Forums to happen here (who thought they would be hacked?).
  16. Those are pretty nice! I especially like the scrollbar. Might you be able to post the svg files so I could take a closer look?
  17. Unfortunately because we have limited time and resources, it might take awhile to fix the issues you're encountering. The best way you can help would be by promoting our fundraiser. If we can make $300,000 we would be able to not only fix all these errors but make massive improvements to the game. So, if you really want these errors fixed, promote our fundraiser as much as you can.
  18. We have been working to move over to SDL 2.0 but there are a lot of API changes which will need to be transitioned to. Tracking ticket is avalible here: http://trac.wildfiregames.com/ticket/2041.
  19. This seems like a possibly critical-level bug. What version of the game do you have (Alpha 13 or SVN)? Does it work in windowed mode? Does it consistently not register mouse-events in that area? I have never had problems with mouse event registration on Linux; it has always worked perfectly for me, even at sub-1FPS speeds.
  20. Well, I think I'm going to try to integrate some of this new UI into the multiplayer lobby for Alpha 15. Pureon: Could I get some layered versions of your mockups in something GIMP can open?
  21. Hello forum readers! For those who don't closely follow IRC, leper and I have made a lot of progress in the last few weeks on the lobby and so I though I might share a few developments. 1. Lobby reliably compiles and runs on *nix and never Windows compilers(?)(Untested on OSX). 2. GUI tweaks - everything should look better aligned, more consistent, and should support lower resolutions (It supports resolutions lower then 800x600). 3. IRC commands! The lobby chat now supports things like /nick /me /quit... 4. Mod support; authorized users can /ban and /kick from the lobby. 5. WIP Automated spam checking (can't tell you how this works) 6. Heaps of bugfixes GitHub repo is available here. Let me leave you with some screenshots and, if you have any reasonable suggestions, feel free to post them. Lobby at 691x568: Lobby at 1600x900: Active lobby at 800x848: EDIT: Add active lobby screenshot
  22. We need to take those reports with a grain of salt though, the current ones haven't been updated for quite awhile. To make a smart decision Philip will need to overwrite those reports with the "1,436,964" reports* from "4,723" unique installations* which are sitting in his SQL database. *See the IRC logs around 22:30
  23. Only one thing I wanted to add. I've recently watched some 0AD gameplay videos, and on easy the AI still can be way too hard for beginning players. It might be nice to add an even easier "sandbox" level for those beginning players and maybe even replace some of the extra "easy" bots with the new "sandbox" difficulty on Aegis.
  24. This feature is planned. We'll probably just warn the player when they download an untrusted map.
  25. Is that while playing the game, or idle? For reference the C-50 thermal maximum is 90C (reference).
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