Ideas for a UI facelift

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X-Site
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Re: Ideas for a UI facelift

Post by X-Site » April 1st, 2009, 10:38 am

Really nice. Decorative but not irritating.
I like that stuff. :)

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West
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Re: Ideas for a UI facelift

Post by West » April 1st, 2009, 11:51 am

Thanks X-Site!

As no one seems to have found anything glaringly wrong with the window graphics, I'm going to leave them be for now and move on to the main interface (i.e. top/sidebar). Not sure what to do yet though.

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Re: Ideas for a UI facelift

Post by Iris » April 1st, 2009, 5:03 pm

We really need to convince Mordante/SkeletonCrew to implement full support for this shiny stuff ASAP. :wink:
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Re: Ideas for a UI facelift

Post by Max » April 1st, 2009, 8:30 pm

the borders are a bit expensive in terms of space needed, but this really looks great.

i wonder if there's some free tool that could be (mis)used to design the new ui. something that let's you place rectangles, assign certain values, (maybe also define relationship) - and converting this to wml afterwards. doing this manually is really boring.

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West
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Re: Ideas for a UI facelift

Post by West » April 2nd, 2009, 6:14 am

A ~24 px window border might be excessive for a normal OS interface theme, but for a game, no. It's not like you have to fit several ingame windows on the screen anyway, they only show up one at a time. Besides, Wesnoth is not a demanding game. You can easily up your resolution a notch if you think things look cramped.

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Re: Ideas for a UI facelift

Post by Dragonchampion » April 3rd, 2009, 2:56 pm

The querstion now is not IF it will go into mainline, but WHEN. When this comes out, I'm going to be one of the first in line. :P You devs are simply amazing.
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Re: Ideas for a UI facelift

Post by Jetrel » April 3rd, 2009, 10:26 pm

West wrote:Thanks X-Site!

As no one seems to have found anything glaringly wrong with the window graphics, I'm going to leave them be for now and move on to the main interface (i.e. top/sidebar). Not sure what to do yet though.
Yeah, the current iteration of the windows is looking great. :D I look forward to whatever the the next item on the list is.
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Re: Ideas for a UI facelift

Post by King_Elendil » July 3rd, 2010, 12:47 am

What happened to this project? Some amazing stuff was happening here, and I hope that this project will soon resume!
I'm finally admitting that this will be a very long (if not permanent) Wesbreak. Thank y'all for the great times, and may Wesnoth rise to become one of the most popular games on the planet.

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Re: Ideas for a UI facelift

Post by Jetrel » July 3rd, 2010, 7:37 am

Yeah! I was really hoping to see this done. :augh:
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Re: Ideas for a UI facelift

Post by Frogger5 » July 3rd, 2010, 8:02 am

:D I love that emote :augh: Really sets the tone.
Necro thread aside I was also looking forward to a new UI. It's not that the current one isn't good, but better one would be fantastic.
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Re: Ideas for a UI facelift

Post by Tet » October 9th, 2010, 7:52 am

There is an old concern of mine.
When I open a help box on a unit type the male and female version are above each other. this is wasting a lot of space on my screen which is very wide but not so high.

I made myself a combined image (male and female together) 380 pixel wide. It looks very nice. However using the interface to display 2 205 wide pictures on the same level would look very nice too.

Is that possible?
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Re: Ideas for a UI facelift

Post by thespaceinvader » October 9th, 2010, 7:53 am

I'm pretty sure that within the GUI update, the 205x205 help portraits are going to be done away with entirely.
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Re: Ideas for a UI facelift

Post by LordBob » April 17th, 2013, 10:05 pm

Attention bypassers, thread necromancy in progress ! (I wish we had a skull smiley for these occasions :mrgreen: )

Because this remarkable project seems to have fallen into oblivion, and since recent work with Fabi on the editor involves an increasing amount of graphic work anyway, I am going to pick it up where it was left. I will make minor changes to West's windows designs so that they remain consistent with further evolutions of the UI, but altogether what I'm planning won't be much different from what was previously proposed.


First thing, background research. These textures would serve for the main screen panels, and possibly the opaque dialog windows. While sticking to the "dark neutral theme" seems to have been the consensus so far, I'd like to introduce an ever-so-slight touch of colour. I've also included a sample button to check the contrast (yeah, buttons might get a bit cleaner, but other than that I'll keep the established "blue-and-gold"scheme, if only to allow a progressive transition from old to new graphic elements.)

Let me know what you think.
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Re: Ideas for a UI facelift

Post by 8680 » April 17th, 2013, 11:48 pm

I prefer ebony, for the color itself and because it has the most (in my opinion) contrast with the blue of the button.

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Re: Ideas for a UI facelift

Post by Blarumyrran » April 18th, 2013, 12:43 am

If you're intending to seriously rehaul the entire game UI, then here's some planning i had for the ingame screen: http://forums.wesnoth.org/viewtopic.php?f=9&t=35589 (less modular than the current panels, & very heavily icon-based as opposed to the current (translatable, otherwise unpredictable & unorganizable) keyword-based). I ran out of steam there mostly because I figured such a change should come together with a change to the entire UI in wesnoth, and that task seemed to big to be fun.

Anyway Tinted Leather looks really bad to me - a bit like one of those artifacts that i don't know a name for that come with bad resampling. I don't like Tinted Grey either, the other 3 look great to me.

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