wraitii Posted June 27, 2012 Report Share Posted June 27, 2012 Judging from the stillshot for the video, that's kind of what I'm thinking about too. Reminds me more of RTW than AoM (I think I very rarely opened that screen in AoM). If we implement that, it should be "semi-obvious" that you can do it or appear on a tooltip or something, otherwise some players may miss it. Quote Link to comment Share on other sites More sharing options...
feneur Posted June 27, 2012 Report Share Posted June 27, 2012 Judging from the stillshot for the video, that's kind of what I'm thinking about too. Reminds me more of RTW than AoM (I think I very rarely opened that screen in AoM). If we implement that, it should be "semi-obvious" that you can do it or appear on a tooltip or something, otherwise some players may miss it.Maybe have the portrait work as a button in the sense that when you hover over it it is "raised" a bit so it's more obvious it is clickable? Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted June 28, 2012 Author Report Share Posted June 28, 2012 Maybe have the portrait work as a button in the sense that when you hover over it it is "raised" a bit so it's more obvious it is clickable?Either that, or throw a light white material over top upon hover. That also tends to be the universal "click me" indicator as well. Quote Link to comment Share on other sites More sharing options...
wraitii Posted June 28, 2012 Report Share Posted June 28, 2012 Both these ideas seem fine. I feel like the portrait moving would be more natural in that case (highlighting is also the universal sign of "your mouse if over this thing" in some cases). Quote Link to comment Share on other sites More sharing options...
Pureon Posted June 28, 2012 Report Share Posted June 28, 2012 Making the portrait image lighter on mouse hover works for me Quote Link to comment Share on other sites More sharing options...
natholas Posted August 15, 2012 Report Share Posted August 15, 2012 Hey Guys. I have been playing 0ad for the last few weeks and I love it and I appreciate all of the work that you guys put in. I do not really like the ui though and when i saw this thread I thought.. why not help out.. I also do 3d modeling you can see my work here. Here is the design that I came up with today. Please let me know what you think and dont be scared to tell me i have no idea what im doing "i have never worked on a game before" I do know how to build ui though as I do web design click for high resAgain thanks and I hope i can be of help in the future. Quote Link to comment Share on other sites More sharing options...
zoot Posted August 15, 2012 Report Share Posted August 15, 2012 Maybe that flamewar should be moved to the art forum? The point of this thread was more to ask about needed/wanted UI features, not specific layouts. Quote Link to comment Share on other sites More sharing options...
Kimball Posted August 15, 2012 Report Share Posted August 15, 2012 Nathan, if only you knew how much blood, sweat and tears went into the current GUI... Quote Link to comment Share on other sites More sharing options...
MishFTW Posted August 16, 2012 Report Share Posted August 16, 2012 One more reason to switch to a HTML/CSS based GUI. Nathan, I like your work, but I fundamentally HATE border radius. (Nice and sharp does the trick but thats just my taste.) Personally if I was overlord of the GUI I'd go with a nice lean look with muted tones and no fancy or overly ornate textures. Maybe add a few earthly skeuomorphic textures to give it a personal feeling. Simplicity is key. But as Rob mentioned, all the work that went in the current GUI Quote Link to comment Share on other sites More sharing options...
MoLAoS Posted August 16, 2012 Report Share Posted August 16, 2012 How is the current GUI done? GAE uses wxwidgets I think and it is pretty customizable. You can move any part of the GUI anywhere on the screen and even save it there for next time. The elements can all be resized to 3 different sizes individually. It also takes very little work to add new panels or whole new elements.The UI config panel is sort of annoying, especially when it saves with no spaces though. Quote Link to comment Share on other sites More sharing options...
natholas Posted August 16, 2012 Report Share Posted August 16, 2012 Lol ye from what ive read you guys are going to be redoing the coding though right? in html and css? Thats the reason I started thinking of a different design. I quite like border radius So if i get some free time over lunch i will come up with a much more modern gui.. (hard edges and simple colours) If I just do a few of these and then you guys can choose what to do with them.. btw all the gui work that I have put up here can be used by whoever for whatever.. including this project. Quote Link to comment Share on other sites More sharing options...
natholas Posted August 16, 2012 Report Share Posted August 16, 2012 what about this one?click image for high res Quote Link to comment Share on other sites More sharing options...
zoot Posted August 16, 2012 Report Share Posted August 16, 2012 Needlessly complex. You won't want to have to navigate a slider UI in the middle of a war. Quote Link to comment Share on other sites More sharing options...
Kimball Posted August 16, 2012 Report Share Posted August 16, 2012 The beauty of the game being open source is that you could release 50 new GUIs and users can pick out their favorite. I encourage you to keep working at it but I think, for now at least, we'll stick with the interface we have for the "official" design. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted August 16, 2012 Author Report Share Posted August 16, 2012 One also must keep in mind that the UI has to work on a minimum resolution of 1024x768. I hate this. I wish we could design a UI for 1920x1080, but I think having two UIs would handicap players who use lower resolution.EDIT: But Kimball's point is also valid. It's possible to have "fan-made" UIs. The problem here would be to make sure the UI doesn't allow the player to cheat? Not sure what difficulties this would have. Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted August 16, 2012 Report Share Posted August 16, 2012 The problem here would be to make sure the UI doesn't allow the player to cheat? Not sure what difficulties this would have.That shouldn't be a major concern. I mean cheating is always somewhat of a concern but nothing that can't be done already by modding the UI and engine (specifically the non-synced parts to view LOS, etc.) In fact it would be better if people did make cheating UIs, it would bring those cheats to our attention so we could fix them, if serious enough 1 Quote Link to comment Share on other sites More sharing options...
natholas Posted August 16, 2012 Report Share Posted August 16, 2012 Ok cool.. ye i understand that you have more important things to work on.. and personally i would rather see a load of features and fixes than a new gui but i am just trying to help in the way that i can.. even if its just to give ideas.. If there is anything else that i could help with i would be more than happy to help.. (im not sure if i should apply though because even though i have 4 years of experience in 3D i have never worked on a game before)I am really loving this game. I played my first multiplayer match today with a friend and it honestly was the most fun ive had while gaming in a long time. I am so looking forward to the day when i can have a 4 player multiplayer lan game with 4 ai and no lag (without borrowing a super computer) Quote Link to comment Share on other sites More sharing options...
MishFTW Posted August 16, 2012 Report Share Posted August 16, 2012 what about this one?click image for high resMuch better Curvy borders give it a web 2.0 look, which I hate One also must keep in mind that the UI has to work on a minimum resolution of 1024x768. I hate this. I wish we could design a UI for 1920x1080, but I think having two UIs would handicap players who use lower resolution.EDIT: But Kimball's point is also valid. It's possible to have "fan-made" UIs. The problem here would be to make sure the UI doesn't allow the player to cheat? Not sure what difficulties this would have.More the reason to switch to a Webkit GUI. CSS media queries can help create responsive GUIs that change/adapt to different screen sizes. So no need to limit the big screen for the sake of the small screen.The beauty of the game being open source is that you could release 50 new GUIs and users can pick out their favorite. I encourage you to keep working at it but I think, for now at least, we'll stick with the interface we have for the "official" design.Webkit enables people to create GUIs based on HTML and styled with CSS. Rival that with XML and a bunch of textures Quote Link to comment Share on other sites More sharing options...
natholas Posted August 16, 2012 Report Share Posted August 16, 2012 ye i agree!! if the ui is web languages then i can write them myself Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted September 6, 2012 Report Share Posted September 6, 2012 Comments about the new UI in A11:If I have a unit selected, I can't tell what type of attack it has (ranged, melee, charge). Sometimes the tooltip description gives a hint, often it doesn't. The attack/armor stats tooltip should mention at least the primary attack type of the unit.The unit rank tooltip is not clear, it currently says e.g. "Basic Rank" which is not clear if the rank is "Basic" or if it's showing the basic rank, whatever that might be. This would be more consistent and clear: "Rank: Basic"Would be nice to see the AI name in-game. "Player 2" doesn't tell me anything about which AI I'm playing There may be value to seeing both username/AI name and the player name which are subtly different concepts. Quote Link to comment Share on other sites More sharing options...
Shield Bearer Posted September 7, 2012 Report Share Posted September 7, 2012 Comments about the new UI in A11:If I have a unit selected, I can't tell what type of attack it has (ranged, melee, charge). Sometimes the tooltip description gives a hint, often it doesn't. The attack/armor stats tooltip should mention at least the primary attack type of the unit.The unit rank tooltip is not clear, it currently says e.g. "Basic Rank" which is not clear if the rank is "Basic" or if it's showing the basic rank, whatever that might be. This would be more consistent and clear: "Rank: Basic"Would be nice to see the AI name in-game. "Player 2" doesn't tell me anything about which AI I'm playing There may be value to seeing both username/AI name and the player name which are subtly different concepts.I think Rank names could be better. e.g. Rank 1: Peasant, Rank 2: Soldier, Rank 3: Veteran. What say? Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted September 7, 2012 Report Share Posted September 7, 2012 I like that, it gives more personality to the ranks and somewhat reflects how their role changes with experience Quote Link to comment Share on other sites More sharing options...
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