Making a prettier GUI
by mtgrares
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Re: Making a prettier GUI
by Hellfish » 27 Jan 2011, 12:53
Looks sweeter and sweeter.
I take it the stack still gets a scroll bar if the items don't fit?

So now you're
Screaming for the blood of the cookie monster
Evil puppet demon of obesity
Time to change the tune of his fearful ballad
C is for "Lettuce," that's good enough for me
Screaming for the blood of the cookie monster
Evil puppet demon of obesity
Time to change the tune of his fearful ballad
C is for "Lettuce," that's good enough for me
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Re: Making a prettier GUI
by friarsol » 27 Jan 2011, 15:03
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.
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Re: Making a prettier GUI
by jeffwadsworth » 27 Jan 2011, 15:30
The horizontal phase bar with text only is an excellent idea. No need for any symbols inside like the MO client.
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Re: Making a prettier GUI
by friarsol » 27 Jan 2011, 15:46
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 boxjeffwadsworth wrote:The horizontal phase bar with text only is an excellent idea. No need for any symbols inside like the MO client.
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Re: Making a prettier GUI
by slapshot5 » 27 Jan 2011, 16:52
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?
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Choppic - can you post a mockup or what you have in mind for the end result?
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Re: Making a prettier GUI
by Rob Cashwalker » 27 Jan 2011, 23:14
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.
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Re: Making a prettier GUI
by choppic » 28 Jan 2011, 10:43
Great idea! I think the phase bar will serve well as a divider between human play area and AI's.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.
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.
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Re: Making a prettier GUI
by Chris H. » 28 Jan 2011, 13:21
`choppic wrote:I looooveee icons, so how about adding options so user can choose to show the phase bar with icons or text.
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.
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Re: Making a prettier GUI
by choppic » 28 Jan 2011, 13:22
The icons or the text will be displayed in the phase bar (between player area and AI area)
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Re: Making a prettier GUI
by Chris H. » 28 Jan 2011, 13:30
`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?
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Re: Making a prettier GUI
by choppic » 12 Feb 2011, 03:40
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
I have a project in the last phase with deadline coming soon. I'll continue working on our beloved project again soon

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Re: Making a prettier GUI
by Chris H. » 12 Feb 2011, 12:35
`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.

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?

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Re: Making a prettier GUI
by srecko » 28 Feb 2011, 16:32
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:)
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:)
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Re: Making a prettier GUI
by Rob Cashwalker » 28 Feb 2011, 16:43
#3 - like a "favorites list"? That's an interesting concept. I have some thoughts on how to do it.
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Re: Making a prettier GUI
by Chris H. » 03 Mar 2011, 01:59
`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.

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