Page 2 of 3

Re: UI improvements, round 1: WinLose UI streamlined (r10855

PostPosted: 03 Oct 2011, 08:23
by moomarc
Sloth wrote:and add that I was not given the option to choose a format to pick the reward booster from as I should, but was simply handed a Legacy booster.
Doublestrike wrote:Yeah, I couldn't find a way to do that without a window, so I just forced a random pick. If people want the popup back, no worries, will fix. (Poll?) Personally, I think the constant choice is annoying, esp. since a booster happens almost every game, it's click city.
friarsol wrote:Personally, it would be nice to choose this once and kept forever. Since I generally want a Legacy booster, and it is a bit annoying to scroll down to the bottom to select it each time.
Sloth wrote:I would prefer selecting this each time (I think clicking for a reward won't annoy the users as much as other click orgies). Checkboxes that can be changed during a quest would also be fine.
Is it possible to set up a preference file for this? Maybe in the quest startup screen have a checkbox list where you can select which booster types you want to receive. After a match the booster selector will automatically pick a random booster from the options selected. Best of both worlds. That way you can pick specific rewards before the game if you want specific formats. Just an idea.

Doublestrike wrote:The dark blue background was mimic-ing the theme started in the splash screen. If moomarc could post the texture he used for that, I can put it in. Borders etc. will also be improved soon.
No problem. Do you need the bg image to be tileable or specific dimensions? And if it's a specific size, do you need the text as part of the image or do you have a way to keep the text dynamic after setting the image (I know Rob struggled with this in some sections of the launch screen graphic UI)?

Re: UI improvements, round 1: WinLose UI streamlined (r10855

PostPosted: 03 Oct 2011, 10:00
by Doublestrike
moomarc wrote:No problem. Do you need the bg image to be tileable or specific dimensions?
A seamless texture would be great. I'm not too bad with the ol' graphics editor myself so I can do the legwork, as long as the source is there.

moomarc wrote:And if it's a specific size, do you need the text as part of the image or do you have a way to keep the text dynamic after setting the image?
As above, I can do image editing easily. Not sure of Rob's reasons, but I think we can include (embed?) a TTF font or two in the res/gui folder (or somewhere) that's project-wide and looks good.

So, any textures, fonts, etc. you think would be nifty I'll throw in.

As with the GUI I mocked for my first post at this website, my ultimate goal is a clean, fully skinnable, customizable GUI, with styles available in a select form in the main settings area. Skins will allow users to create and submit themes easily - hi-tec, medieval, shiny, whatever. Ultimately (now I'm just fantasizing) we'd have a .theme file or something where everything was rolled into one... =P~ have to do some more research.

Re: UI improvements, round 1: WinLose UI streamlined (r10855

PostPosted: 03 Oct 2011, 10:48
by moomarc
Doublestrike wrote:A seamless texture would be great. I'm not too bad with the ol' graphics editor myself so I can do the legwork, as long as the source is there.
Its all custom textures I created and modified per element, so it'll probably be easier if I just do it. But if you'd like I'll create a large area as well that you can just manipulate for further elements.

Doublestrike wrote:Not sure of Rob's reasons, but I think we can include (embed?) a TTF font or two in the res/gui folder (or somewhere) that's project-wide and looks good. So, any textures, fonts, etc. you think would be nifty I'll throw in.
Rob's problem I think was specific to buttons and some of the lists. His comment was:
Rob Cashwalker wrote:If the IconImage is set, the text doesn't work...

Re: UI improvements, round 1: WinLose UI streamlined (r10855

PostPosted: 03 Oct 2011, 11:07
by Doublestrike
Also, even though I won the match I lost 15 credits.(Clicked quit in the booster report screen, Continue was greyed out)
...
credits are not given (that base sum + bonuses for alternative or fast kill)
Nice catch on the extra 15 credits. Fixed r10876.

Re: UI improvements, round 1: WinLose UI streamlined (r10855

PostPosted: 03 Oct 2011, 11:10
by Doublestrike
booster selection is inaccurate (modern/legacy.. etc are not sets, they are formats)
Fixed r10878.

Re: UI improvements, round 1: WinLose UI streamlined (r10855

PostPosted: 03 Oct 2011, 11:16
by Doublestrike
The Great Unwashed Masses wrote:We like the booster choice!
Returned in r10880.

(I'm sure your personal hygiene is fine...but I'm sure there's someone...that's right, you know who you are)

Re: UI improvements, round 1: WinLose UI streamlined (r10855

PostPosted: 03 Oct 2011, 11:32
by Doublestrike
I'll echo the reports that the quest "settings" (i.e. start at 15 life with a plant wall token) are only in effect in game 1
Should be fixed in r10881.

I don't have an "advanced" fantasy quest.dat to test higher-level stuff with, so there may still be a bug here. If someone finds a bug, could you please post your quest.dat so I can use it to test with.

Re: UI improvements, round 1: WinLose UI streamlined (r10855

PostPosted: 03 Oct 2011, 11:34
by Doublestrike
Slapshot 5 wrote:Just playing normal matches, there is no way to quit. You only have Restart and Continue buttons. You can't get back to the main screen.
This, I couldn't fix, because I couldn't reproduce it, so I'm hoping this is the fix @Slapshot applied earlier.

Otherwise, everything else should be working. Thanks again for the feedback. =D>

Re: UI improvements, round 1: WinLose UI streamlined (r10855

PostPosted: 03 Oct 2011, 11:42
by Doublestrike
moomarc wrote:Its all custom textures I created and modified per element, so it'll probably be easier if I just do it. But if you'd like I'll create a large area as well that you can just manipulate for further elements.
Yeah, if it's no problem (proprietary or something?) then that base texture would be helpful, at worst...

Re: UI improvements, round 1: WinLose UI streamlined (r10855

PostPosted: 03 Oct 2011, 11:54
by Chris H.
slapshot5 wrote:
slapshot5 wrote:Just playing normal matches, there is no way to quit. You only have Restart and Continue buttons. You can't get back to the main screen.

-slapshot5
This appears to be OS-specific. I can repro on my Mac OS X Snow Leopard, but not on Windows XP. In Windows, Quit is the 3rd option. Is there OS-specific code in here somewhere? Haven't tested *nix.

-slapshot5
`
Yeah, the font used when using the default is OS and region based. The Mac OS system font has a wider pen stroke and therefore needs a larger area to display the text.

Thank you for the help Slapshot. I did a few of these types of fixes in the old days myself. :)

Re: UI improvements, round 1: WinLose UI streamlined (r10855

PostPosted: 03 Oct 2011, 13:24
by Hellfish
Doublestrike wrote:Will fix this. I don't have a good fantasy quest built up for testing :( (could someone post one [-o< )
Looks like you fixed all my gripes. Cheers for that! :)
Here's a quest file you could use too, easy level with a fairly solid BGr infect deck.

Re: UI improvements, round 1: WinLose UI streamlined (r10855

PostPosted: 03 Oct 2011, 16:16
by moomarc
Doublestrike wrote:
moomarc wrote:Its all custom textures I created and modified per element, so it'll probably be easier if I just do it. But if you'd like I'll create a large area as well that you can just manipulate for further elements.
Yeah, if it's no problem (proprietary or something?) then that base texture would be helpful, at worst...
Attached is the background element. In all the other elements the blue texture has a vignette overlay. I've attached the settings should you wish to duplicate it, but otherwise you might want to consider adding a white layer set to overlay blending. That should brighten the blue as it is in the centre of the existing elements. Hope that helps.

Re: UI improvements, round 1: WinLose UI streamlined (r10855

PostPosted: 03 Oct 2011, 19:33
by Jaedayr
Sloth wrote:
friarsol wrote:Personally, it would be nice to choose this once and kept forever. Since I generally want a Legacy booster, and it is a bit annoying to scroll down to the bottom to select it each time.
I would prefer selecting this each time (I think clicking for a reward won't annoy the users as much as other click orgies). Checkboxes that can be changed during a quest would also be fine.
I favor keeping the list so you can choose each time, but maybe a pref file could track your last choice so you could just press ENTER and get the same as last time.

Oh, and I have not stopped dreaming about the day that you can choose your winnings from individual releases, i.e. Odyssey, Onslaught, Nemesis, etc. :D

Re: UI improvements, round 1: WinLose UI streamlined (r10855

PostPosted: 04 Oct 2011, 02:29
by friarsol
I really like the unified screen after Quests. The coloring might need some tweaking, but I think the screen itself is much better than how it was working.

Re: UI improvements, round 1: WinLose UI streamlined (r10855

PostPosted: 04 Oct 2011, 02:43
by friarsol
I just won a random rare, but instead of being appended into the Booster Pack list, it seemed to completely overwrite that list. Now all I see is that I won a single card. And I just went to the Deck Editor and I don't see any cards listed as New.... So I have no idea what I won.

Edit: Just got another one and noticed the scrollbar, with the booster pack below it so at least it's there. The New designation definitely appears to be missing.