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Re: Making a prettier GUI

Posted:
27 Jan 2011, 12:53
by Hellfish
Looks sweeter and sweeter.

I take it the stack still gets a scroll bar if the items don't fit?
Re: Making a prettier GUI

Posted:
27 Jan 2011, 15:03
by friarsol
If at all possible I would like to request a phase bar in between the AI and Human's battlefield. It would have an icon for each Phase with the current Phase highlighted. A quick rough mockup attached.
Re: Making a prettier GUI

Posted:
27 Jan 2011, 15:30
by jeffwadsworth
The horizontal phase bar with text only is an excellent idea. No need for any symbols inside like the MO client.
Re: Making a prettier GUI

Posted:
27 Jan 2011, 15:46
by friarsol
jeffwadsworth wrote:The horizontal phase bar with text only is an excellent idea. No need for any symbols inside like the MO client.
No I like icons ;p "It would have an icon for each Phase with the current Phase highlighted." I'm just a) not an artist and b) had lots of snow to shovel so I wasn't going to take much time to find icons for each box
Re: Making a prettier GUI

Posted:
27 Jan 2011, 16:52
by slapshot5
I like the phase bar. Always have. I'm not sure about combining the stack and combat info. I like opponent at the top, especially if we have a phase bar.
Choppic - can you post a mockup or what you have in mind for the end result?
-slapshot5
Re: Making a prettier GUI

Posted:
27 Jan 2011, 23:14
by Rob Cashwalker
I kinda agree with a text approach for phases. But all in one line, not wrapped like in the sample above. I have a total of 800 pixels in screen height, minus 46 pixels of OS icon and app bars, minus the window title bar... and it's getting tight in there. I never really had any problem following which phase it was, the upper-left text box handled it very well. Icons would mean if the image wasn't perfectly clear, you'd have to hover over each one to figure it out.
Re: Making a prettier GUI

Posted:
28 Jan 2011, 10:43
by choppic
friarsol wrote:If at all possible I would like to request a phase bar in between the AI and Human's battlefield. It would have an icon for each Phase with the current Phase highlighted.
Great idea! I think the phase bar will serve well as a divider between human play area and AI's.
I'm still working on the player panel layout. This version is still too cluttered with unnecessary buttons. I just want to show my idea of the revamped main screen.
I looooveee icons, so how about adding options so user can choose to show the phase bar with icons or text.
Re: Making a prettier GUI

Posted:
28 Jan 2011, 13:21
by Chris H.
choppic wrote:I looooveee icons, so how about adding options so user can choose to show the phase bar with icons or text.
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The message window at the top left at times contains information that is not releated to phases or priority. If we give people the choice to use phase icons or text, how will we display this additional info that appears at times? Just a thought.
Re: Making a prettier GUI

Posted:
28 Jan 2011, 13:22
by choppic
The icons or the text will be displayed in the phase bar (between player area and AI area)
Re: Making a prettier GUI

Posted:
28 Jan 2011, 13:30
by Chris H.
choppic wrote:The icons or the text will be displayed in the phase bar (between player area and AI area)
`
OK, I think that I understand.
When we cast a
Giant Growth (for example), the message panel will display at this time:
"Select target creature"
So, with this new system, if we choose to display icons in the phase bar, the above message will replace the icons or will both be displayed in the phase bar?
Re: Making a prettier GUI

Posted:
12 Feb 2011, 03:40
by choppic
Sorry for my rather long hiatus.
I have a project in the last phase with deadline coming soon. I'll continue working on our beloved project again soon

Re: Making a prettier GUI

Posted:
12 Feb 2011, 12:35
by Chris H.
choppic wrote:Sorry for my rather long hiatus.
I have a project in the last phase with deadline coming soon. I'll continue working on our beloved project again soon

`
We understand.

The team is keeping itself busy with the new Ability Factory + Triggers. Fnoed improved the quest mode and that portion of the game is looking good.
Oh, in message
Re: SVN Bug Reports Slapshot asks:
Can we right justify the Deck Analysis button in the Deck Editor? I keep hitting it by mistake when I want to remove. It's not logically associated with the Add/
Remove buttons anyway.
`
When you get some free time can you take a look at this?

Re: Making a prettier GUI

Posted:
28 Feb 2011, 16:32
by srecko
1) After a month+ of building decks with new UI i still have a problem with recognizing icons. I think that putting letters instead of graphics could work better since none of the letters repeat (L C S I P A E).
2) I really like that "apply filter" button can now be activated with enter, but sometimes (i havent figured out when) it loses focus and reentering deck builder doesn't help. Is there a way to bring focus back to it?
3) There are cards that i use for 50% of my decks (and i guess most of other players do). Is there any way to build a custom pool so we could easily input cards from it (i know this is not entirely UI but i guess all the programmers will read this too:)
Re: Making a prettier GUI

Posted:
28 Feb 2011, 16:43
by Rob Cashwalker
#3 - like a "favorites list"? That's an interesting concept. I have some thoughts on how to do it.
Re: Making a prettier GUI

Posted:
03 Mar 2011, 01:59
by Chris H.
Chris H. wrote:in message
Re: SVN Bug Reports Slapshot asks:
Can we right justify the Deck Analysis button in the Deck Editor? I keep hitting it by mistake when I want to remove. It's not logically associated with the Add/
Remove buttons anyway.
`
When you get some free time can you take a look at this?

`
I came up with a fairly quick and dirty hack to provide this feature. I created an extra jLabel set to "" and placed it in between the buttons and success.

Rev 7032.