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UI Improvements, Round 3: Home Screen

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Re: UI Improvements, Round 3: Home Screen

Postby 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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Re: UI Improvements, Round 3: Home Screen

Postby 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

Postby 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.

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Re: UI Improvements, Round 3: Home Screen

Postby Doublestrike » 19 Feb 2012, 02:04

@slapshot - done.

===

@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

Postby Sloth » 19 Feb 2012, 08:20

Doublestrike wrote:Also, the Constructed submenu has gotten a facelift with the changes discussed.
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: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.
I'm really looking forward to that. Thanks for working on it.
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Re: UI Improvements, Round 3: Home Screen

Postby Doublestrike » 20 Feb 2012, 00:02

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.
OK will fix cheers.

Sloth wrote:I'm really looking forward to that. Thanks for working on it.
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 panels 8-[ but it must be done!
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