UI Improvements, Round 3: Home Screen
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Re: UI Improvements, Round 3: Home Screen
by Doublestrike » 05 Feb 2012, 02:15
@timmermac - that's a little vague, could you post a screenshot? Sounds like a skinning problem too, maybe the skin thread is best.
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Doublestrike - UI Programmer
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Re: UI Improvements, Round 3: Home Screen
by Chris H. » 07 Feb 2012, 02:14
`Chris H. wrote:`Doublestrike wrote:This may take some tweaking of the fontScaleFactor in FLabel:
In forge.view.home.ViewQuest$populateTitle (around line 205):
I will try to figure this out this weekend after I release the next beta.
I adjusted the settings in ViewQuest.PopulateTitle(). The title label is no longer cut off on Mac OS X. At 800 x 600 these label are still readable. I hope that it looks OK under Windows.
I like the idea of resizable text, I guess that this is still a work in progress.
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Re: UI Improvements, Round 3: Home Screen
by slapshot5 » 17 Feb 2012, 13:42
Here's an improvement for the Quests section:
If a user has no Quest data, and they click on the Quest button from the Home screen, they are taken to a screen that says "Click the Quests tab to start a new Quest." or whatever it is.
We should instead just show that Quests tab instead of telling them they need to click it.
-slapshot5
If a user has no Quest data, and they click on the Quest button from the Home screen, they are taken to a screen that says "Click the Quests tab to start a new Quest." or whatever it is.
We should instead just show that Quests tab instead of telling them they need to click it.
-slapshot5
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Re: UI Improvements, Round 3: Home Screen
by Doublestrike » 19 Feb 2012, 02:04
@slapshot - done.
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@moomarc - avatar selection is now "live". The problem where the images are switched sometimes is still there but will be fixed soon.
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Also, the Constructed submenu has gotten a facelift with the changes discussed. Quest decks will be available to play soon but I need to finish the match management organization first. Otherwise, everything else is working and ready for bug testing.
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Also, there is a new swatch in the skins palette: Overlay. This will determine the overlay color (so it's not always black).
The card reward viewer from quest mode (in the match UI) has also gotten a facelift.
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@moomarc - avatar selection is now "live". The problem where the images are switched sometimes is still there but will be fixed soon.
===
Also, the Constructed submenu has gotten a facelift with the changes discussed. Quest decks will be available to play soon but I need to finish the match management organization first. Otherwise, everything else is working and ready for bug testing.
===
Also, there is a new swatch in the skins palette: Overlay. This will determine the overlay color (so it's not always black).
The card reward viewer from quest mode (in the match UI) has also gotten a facelift.
---
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Re: UI Improvements, Round 3: Home Screen
by Sloth » 19 Feb 2012, 08:20
It looks like generateDeck in ControlConstructed always passes HUMAN as PlayerType to the get2ColorDeck, get3ColorDeck and get5ColorDeck functions. This prevents filtering out cards that the AI can't use.Doublestrike wrote:Also, the Constructed submenu has gotten a facelift with the changes discussed.
I'm really looking forward to that. Thanks for working on it.Doublestrike wrote:Quest decks will be available to play soon but I need to finish the match management organization first. Otherwise, everything else is working and ready for bug testing.
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Re: UI Improvements, Round 3: Home Screen
by Doublestrike » 20 Feb 2012, 00:02
OK will fix cheers.Sloth wrote:It looks like generateDeck in ControlConstructed always passes HUMAN as PlayerType to the get2ColorDeck, get3ColorDeck and get5ColorDeck functions. This prevents filtering out cards that the AI can't use.
No worries - I've got a long list but an exciting one. Looking forward to the deck editor rework, myself. Not looking forward to draggable panelsSloth wrote:I'm really looking forward to that. Thanks for working on it.
but it must be done!---
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