[mainline] New layout for help
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[mainline] New layout for help
I too realize this could be getting off-topic and perhaps deserve a topic split, but I would like to help out on this. I have what I feel is a decent layout in Bestiary, and maybe I can work with someone to help share a similar look.Jetrel wrote:On a slightly off-topic note, we really, desperately need to figure out a better layout for these unit info screens where these black-backgrounded portraits get used. Our current presentation is just horrendous - especially with the vertically stacked portraits.

Edit: Alright, I took a new screenshot. You can find the page here (http://mproud.com/wesnoth/bestiary/#spectre). You can find my Bestiary development thread here (http://forums.wesnoth.org/viewtopic.php?f=6&t=29138).
Last edited by ancestral on January 30th, 2011, 6:43 pm, edited 2 times in total.
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Re: [engine] Generate black backgrounds for art on install?
I like it, couple of comments
* "percent%" as a column header doesn't sound good, either go for "defense", and write the content as XX% (like resistances) or user "defense %" as the column header
* what is the "1" under the image ?
* "percent%" as a column header doesn't sound good, either go for "defense", and write the content as XX% (like resistances) or user "defense %" as the column header
* what is the "1" under the image ?
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Re: [engine] Generate black backgrounds for art on install?
No image of the unit sprite?
Re: [mainline] New layout for help
Split at the (new) OP's request.
Re: [engine] Generate black backgrounds for art on install?
I like much the idea. With better appariance for the unit's description (for ressistances stuff, movement costs, etc) it must help to the newbies to learn faster the secundary stats of each unit like the ressistances movement costs faster than.
Maybe with an strategic suggerence like "this unit is also useful to ressist XYZ atacks, good againist ABC and weak againist DEF and fragible to ressist PQR as an example. After do you think to calculate a balanced strategy for the enemie's faction.
Maybe with an strategic suggerence like "this unit is also useful to ressist XYZ atacks, good againist ABC and weak againist DEF and fragible to ressist PQR as an example. After do you think to calculate a balanced strategy for the enemie's faction.
that 1 over cost (if it's next to movemnet cost) then it's the number of moves what needs that unit to move in that square. I hope to have solved the missunderstanding.Boucman wrote:I like it, couple of comments
* what is the "1" under the image ?
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Re: [mainline] New layout for help
No, that was the # of frames needed to view all the images (or something like that) before ancestral picked a different image.IPS wrote:that 1 over cost (if it's next to movemnet cost) then it's the number of moves what needs that unit to move in that square. I hope to have solved the missunderstanding.
I like it, it's really nice, but the mainline widgets and such are better quality IMHO. Yours is just too... orange and colorful. Guess I'm used to the black-and-grey bare button type

Re: [mainline] New layout for help
For me it's the number of movements what you need to move/see that frame (square). As an example, the spearmen needs 2 movements to see a forested square, the same to move; if a spearman has 5 movement then it will see only the 2 forested squares what he can move and those squares what he can atack too (so vision of only 3 forested squares).bigkahuna wrote:No, that was the # of frames needed to view all the images (or something like that) before ancestral picked a different image.IPS wrote:that 1 over cost (if it's next to movemnet cost) then it's the number of moves what needs that unit to move in that square. I hope to have solved the missunderstanding.
Analyze the movement cost of the Spectre and you will see it's totally right what I'm saying, the numbers are just the same for every square because the numbers what did take Ancestral are from the unit description from the Spectre.
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Re: [mainline] New layout for help
Yes, the numbers in the table have this meaning. But boucman was referring to another number (between the table and the image), which is not in the screenshot you can see there, since ancestral changed the image afterwards. Now everything clear?IPS wrote:For me it's the number of movements what you need to move/see that frame (square).bigkahuna wrote: No, that was the # of frames needed to view all the images (or something like that) before ancestral picked a different image.
Re: [engine] Generate black backgrounds for art on install?
If you have Bestiary page feedback, please reply in that thread.
I'm afraid there's quite a bit with the layout in these pages that will have to wait until we have some additional formatting abilities in GUI code. But, if and when, I'll gladly help out putting things together.
That was for selecting different portraits.Boucman wrote:* what is the "1" under the image ?
I'm afraid there's quite a bit with the layout in these pages that will have to wait until we have some additional formatting abilities in GUI code. But, if and when, I'll gladly help out putting things together.
Wesnoth Bestiary ( PREVIEW IT HERE )
Unit tree and stat browser
Canvas ( PREVIEW IT HERE )
Exp. map viewer
Unit tree and stat browser
Canvas ( PREVIEW IT HERE )
Exp. map viewer
Re: [mainline] New layout for help
Hmm...ancestral wrote:That was for selecting different portraits.
I was right!bigkahuna wrote:No, that was the # of frames needed to view all the images (or something like that).

Anyway, besides those few minor nitpicks, I really like the changes you made - they are a great improvement to the current system.
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Re: [mainline] New layout for help
The attacks effects are missing, like poison, slow, drain ... I think the unit sprites should be here too. In place of a empty Advancement part you could write "No advancements" or "Level max". Things like cure, heal ... are missing too. And finally, there should be an image for unit that don't have portraits yet like the Yeti, the Wolf or the Tentacle of the deep.
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Re: [mainline] New layout for help
In hindsight, it was a mistake putting this thread here. Perhaps it would be better in the dev corner… or not created at all.
If you have layout feedback please reply in the Bestiary development thread.
Mods, can we lock this thread? Thanks.
If you have layout feedback please reply in the Bestiary development thread.
Mods, can we lock this thread? Thanks.
Wesnoth Bestiary ( PREVIEW IT HERE )
Unit tree and stat browser
Canvas ( PREVIEW IT HERE )
Exp. map viewer
Unit tree and stat browser
Canvas ( PREVIEW IT HERE )
Exp. map viewer
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Re: [mainline] New layout for help
Locked at OP's request.
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Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.