UI Improvements, Round 2: Match UI
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Re: UI Improvements, Round 2: Match UI
by slapshot5 » 21 Jan 2012, 15:14
Also fixed in SVN.Chris H. wrote:1) I started a new constructed mode game and the Input Area labels this as a Sealed mode game.
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Re: UI Improvements, Round 2: Match UI
by Doublestrike » 22 Jan 2012, 01:23
OTL baby, OTL. That just happened to me yesterday, this will be a good improvement.friarsol wrote:Doublestrike,
I don't remember if you talked about this already, but I think on the left side of the "Game Over" screen we should have the you win/lose message and underneath it place the Game Log. This way people can scroll through the log to see exactly what happened when they don't understand why they lost.
It's a real easy fix. Just change the coordinate for the COLORLESS enum in FSkin.
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Re: UI Improvements, Round 2: Match UI
by Sloth » 22 Jan 2012, 09:38
@Doublestrike: in r13412 you disabled the Hover effect on computer hand button outside of devmode. That causes Revelation and other cards to no longer work.
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Re: UI Improvements, Round 2: Match UI
by Doublestrike » 22 Jan 2012, 11:13
@Sloth - should be OK now? Can revert completely if necessary.
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Re: UI Improvements, Round 2: Match UI
by Sloth » 22 Jan 2012, 11:41
Clicking on the opponents hand with Revelation in play works again. Thanks Doublestrike.Doublestrike wrote:@Sloth - should be OK now? Can revert completely if necessary.
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Re: UI Improvements, Round 2: Match UI
by slapshot5 » 23 Jan 2012, 04:54
Just checked in the fix for this. Also fixed the Flashback icon earlier today.Doublestrike wrote:Sweet! Thanks for that.It's a real easy fix. Just change the coordinate for the COLORLESS enum in FSkin.
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Re: UI Improvements, Round 2: Match UI
by Doublestrike » 24 Jan 2012, 00:32
Haha sorry didn't mean to put it on you like that. I thought you had fixed it already.slapshot5 wrote:Just checked in the fix for this. Also fixed the Flashback icon earlier today.Doublestrike wrote:Sweet! Thanks for that.It's a real easy fix. Just change the coordinate for the COLORLESS enum in FSkin.
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Re: UI Improvements, Round 2: Match UI
by Doublestrike » 31 Jan 2012, 02:04
Thanks for the input, @tranberry - the phase colors have now been added to the palette (attached). Those can be updated whenever to solve the ugly problemTranberry wrote:From a designer perspective having 100% green and red is darn ugly.
Also, I had a look at the arrow thing (see other pic), but just a quick tries and it already looks too "busy" inside the label there. So, I'm scrapping that, unless you or someone wants to post a mockup of what you have in mind.tranberry wrote:I fear that for some of us it wont matter what colour it is, as we will get confused no mater what. What about adding a an arrow or other symbol by the phases that is skipped? Why not just have a text that says skipped or similar.
I think it's pretty easy to figure out, as long as the colors contrast enough. Part of what people will think about when designing new skins, I suppose.
EDIT whoops forgot to attach
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Re: UI Improvements, Round 2: Match UI
by Doublestrike » 31 Jan 2012, 02:39
Done.friarsol wrote:...win/lose message and underneath it place the Game Log...
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Re: UI Improvements, Round 2: Match UI
by Tranberry » 31 Jan 2012, 13:27
Great improvement in my opinion Doublestrike!
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Re: UI Improvements, Round 2: Match UI
by WompWomp » 01 Feb 2012, 01:49
I'm guessing this has been answered previously, but is the oracle text window still that way because of some limitation/ton of work or something else? For some reason that huge white block next to the new, much improved, interface drives me to distraction.
I don't think arrows will work for the phase indicators unless they can lay outside of the boxes themselves, which I'm guessing would just cut into the play area's space. I think, if people really find it hard to tell, that changing the text color might work.
I don't think arrows will work for the phase indicators unless they can lay outside of the boxes themselves, which I'm guessing would just cut into the play area's space. I think, if people really find it hard to tell, that changing the text color might work.
Re: UI Improvements, Round 2: Match UI
by Doublestrike » 01 Feb 2012, 03:42
Do you mean the card detail panel, the input panel, or the log panel in the tabber?WompWomp wrote:is the oracle text window still that way
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Re: UI Improvements, Round 2: Match UI
by moomarc » 01 Feb 2012, 12:20
Arg! Just updated the default sprite to improve the res of the card status icons and also fixed the Elixer and book icons pointing at the wrong co-ordinates, but now all my mana symbols are blurry. Is this happening for anyone else?
It happened when I tried to switch my skin to rebel to test if there were problems with the stray semi-transparent pixels in the icons sprite. I got a NPE but otherwise everything loaded fine and there were no other problems switching between skins. When I got to the match though I noticed that the mana symbols were blurry. I've tried reverting to the version before I committed the changes but nothing's helping.
It happened when I tried to switch my skin to rebel to test if there were problems with the stray semi-transparent pixels in the icons sprite. I got a NPE but otherwise everything loaded fine and there were no other problems switching between skins. When I got to the match though I noticed that the mana symbols were blurry. I've tried reverting to the version before I committed the changes but nothing's helping.
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Re: UI Improvements, Round 2: Match UI
by Doublestrike » 01 Feb 2012, 13:15
@moomarc - should be fixed now? Not sure what was causing it but coincidentally I was just updating the look of that anyway, so the new changes might just override whatever was happening with yours. Is it OK?
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@others - I just enlarged the player detail labels in the field, and made a few adjustments - larger, better-res icons (thanks WompWomp), right-aligned text that can hold multiple digits more easily, better zebra striping, and hopefully vertically aligned text (slapshot?
) Hopefully no problems cross-platform?
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@others - I just enlarged the player detail labels in the field, and made a few adjustments - larger, better-res icons (thanks WompWomp), right-aligned text that can hold multiple digits more easily, better zebra striping, and hopefully vertically aligned text (slapshot?
) Hopefully no problems cross-platform?---
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Re: UI Improvements, Round 2: Match UI
by moomarc » 01 Feb 2012, 13:25
The blur is definitely gone. Thanks. But now the text is aligning with the right of the icons by the looks of it.Doublestrike wrote:@moomarc - should be fixed now? Not sure what was causing it but coincidentally I was just updating the look of that anyway, so the new changes might just override whatever was happening with yours. Is it OK?
======
@others - I just enlarged the player detail labels in the field, and made a few adjustments - larger, better-res icons (thanks WompWomp), right-aligned text that can hold multiple digits more easily, better zebra striping, and hopefully vertically aligned text (slapshot?) Hopefully no problems cross-platform?
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