mini-Icons for attack types
Moderator: Forum Moderators
mini-Icons for attack types
If someone wanted to add iconographic representations into the interface, well, here are icons for doing just that:
15x15 pngs.
15x15 pngs.
- Attachments
-
- AttackTypeIcons.zip
- (1.64 KiB) Downloaded 544 times
-
- icon-demo.png (21.78 KiB) Viewed 7277 times
They're okay, but I prefer just using text descriptions of the attack types. Having icons under the words seems unnecessary, and the words do a better jobs. But I suppose the devs can argue about this somewhere else.
Creator of Under the Burning Suns
Yeah, it looks nice but in corner-cases it will be self-defeating. For example, new users may see a sword icon for animal fangs and consider that a 'bug.' I don't have a strong opinion about it one way or the other, though.
http://www.wesnoth.org/wiki/User:Sapient... "Looks like your skills saved us again. Uh, well at least, they saved Soarin's apple pie."
- Eleazar
- Retired Terrain Art Director
- Posts: 2481
- Joined: July 16th, 2004, 1:47 am
- Location: US Midwest
- Contact:
could the icon go infront of the text damage-type description? Or maybe completely replace it?
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
-> What i might be working on
Attempting Lucidity
-
- Retired Developer
- Posts: 2633
- Joined: March 22nd, 2004, 11:22 pm
- Location: An Earl's Roadstead
I would completely replace it with the text put into a tool-tip.Eleazar wrote:could the icon go infront of the text damage-type description? Or maybe completely replace it?
"you can already do that with WML"
Fight Creeeping Biggerism!
http://www.wesnoth.org/forum/viewtopic. ... 760#131760
http://www.wesnoth.org/forum/viewtopic. ... 1358#11358
One attack type can represent a lot of different types of attacks - blade for example: it can mean swords, bites, throwing knives, etc. I don't think it's a good idea to replace "blade" with a sword icon (and you can't really make a small icon that conveys the idea of "blade" in a more abstract way).
Re: mini-Icons for attack types
Maybe these could be used to access the resistances information easier? With tool-tips...Jetryl wrote:If someone wanted to add iconographic representations into the interface, well, here are icons for doing just that:
15x15 pngs.
Like this: (maybe one icon to represent the resistances would be better?)
Re: mini-Icons for attack types
Someone suggested something like that a while back. They had the icons under the attacks with numbers next to them to directly show resistances (without tooltips). I really like the idea of showing resisances in the unit profile, however it is done.deserter wrote:Maybe these could be used to access the resistances information easier? With tool-tips...
I'm not so keen on having icons in the attack dialog, however I'm not vehemently opposed to the idea.
Just my 2 cents.
Having access to unit resistancy information without opening the description window would be beneficial for some players. If it's implemented I think it should be done through a single mouse-over icon, the icon being the combined picture of all 6 resistancy icons.
...or perhaps the word "resistancies"
...or perhaps the word "resistancies"
If icons were to be used, it seems like the general idea of each could be conveyed by shading the icons: white is 0%, shades of red for negative resistances, and shades of green otherwise. While a tooltip would still be useful, the gist of a unit's resitances could be seen at a glance.
Author of Wercator
- Eleazar
- Retired Terrain Art Director
- Posts: 2481
- Joined: July 16th, 2004, 1:47 am
- Location: US Midwest
- Contact:
Sounds like a good idea. The numerical value would still be accessable through a tool-tip. Though the icons should be modified to show a little more of the color.Quensul wrote:If icons were to be used, it seems like the general idea of each could be conveyed by shading the icons: white is 0%, shades of red for negative resistances, and shades of green otherwise. While a tooltip would still be useful, the gist of a unit's resitances could be seen at a glance.
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
-> What i might be working on
Attempting Lucidity
- Kestenvarn
- Inactive Developer
- Posts: 1307
- Joined: August 19th, 2005, 7:30 pm
- Contact:
I propose using the color spectrum. It may be simpler to immediately recognize.Quensul wrote:If icons were to be used, it seems like the general idea of each could be conveyed by shading the icons: white is 0%, shades of red for negative resistances, and shades of green otherwise. While a tooltip would still be useful, the gist of a unit's resitances could be seen at a glance.
Red (Greatly Negative)
Orange
Yellow (Zero)
Green
Blue (Greatly Positive)
(Purple?)
-
- Retired Developer
- Posts: 2633
- Joined: March 22nd, 2004, 11:22 pm
- Location: An Earl's Roadstead
If you were going to do a gradient of multiple colors, I would be tempted to say use a color_range. This would simplify the code somewhat. Defining a color range that goes from red -> blue -> green would be relatively easy task (rainbow=0,0,255,0,255,0,255,0,0). Alternatively you could go red -> yellow -> green or red ->white -> green. Just a thought.
"you can already do that with WML"
Fight Creeeping Biggerism!
http://www.wesnoth.org/forum/viewtopic. ... 760#131760
http://www.wesnoth.org/forum/viewtopic. ... 1358#11358