[mainline] New layout for help

Brainstorm ideas of possible additions to the game. Read this before posting!

Moderator: Forum Moderators

Forum rules
Before posting a new idea, you must read the following:
Locked
User avatar
ancestral
Inactive Developer
Posts: 1108
Joined: August 1st, 2006, 5:29 am
Location: Motion City

[mainline] New layout for help

Post by ancestral »

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.
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.


Image

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.
Wesnoth BestiaryPREVIEW IT HERE )
Unit tree and stat browser
CanvasPREVIEW IT HERE )
Exp. map viewer
Boucman
Inactive Developer
Posts: 2119
Joined: March 31st, 2004, 1:04 pm

Re: [engine] Generate black backgrounds for art on install?

Post by Boucman »

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 ?
Fight key loggers: write some perl using vim
Atz
Art Contributor
Posts: 313
Joined: August 21st, 2008, 2:22 am

Re: [engine] Generate black backgrounds for art on install?

Post by Atz »

No image of the unit sprite?
User avatar
Gambit
Loose Screw
Posts: 3266
Joined: August 13th, 2008, 3:00 pm
Location: Dynamica
Contact:

Re: [mainline] New layout for help

Post by Gambit »

Split at the (new) OP's request.
User avatar
IPS
Posts: 1387
Joined: December 6th, 2009, 6:36 pm
Location: Venezuela

Re: [engine] Generate black backgrounds for art on install?

Post by IPS »

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.
Boucman wrote:I like it, couple of comments

* what is the "1" under the image ?
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.
Creator of: Deathmatch new in 1.12 server.
Co-creator of: Era of Magic in 1.16 server
Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
Try My winning Orocia Guide
User avatar
bigkahuna
Posts: 657
Joined: September 11th, 2010, 6:24 pm
Location: In your mind.

Re: [mainline] New layout for help

Post by bigkahuna »

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.
No, that was the # of frames needed to view all the images (or something like that) before ancestral picked a different image.

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 :lol2:
Check out my campaign Sweet Revenge!
Join the new R2D forum!
User avatar
IPS
Posts: 1387
Joined: December 6th, 2009, 6:36 pm
Location: Venezuela

Re: [mainline] New layout for help

Post by IPS »

bigkahuna wrote:
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.
No, that was the # of frames needed to view all the images (or something like that) before ancestral picked a different image.
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).

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.
Creator of: Deathmatch new in 1.12 server.
Co-creator of: Era of Magic in 1.16 server
Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
Try My winning Orocia Guide
User avatar
pauxlo
Posts: 1049
Joined: September 19th, 2006, 8:54 pm

Re: [mainline] New layout for help

Post by pauxlo »

IPS wrote:
bigkahuna wrote: No, that was the # of frames needed to view all the images (or something like that) before ancestral picked a different image.
For me it's the number of movements what you need to move/see that frame (square).
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?
User avatar
ancestral
Inactive Developer
Posts: 1108
Joined: August 1st, 2006, 5:29 am
Location: Motion City

Re: [engine] Generate black backgrounds for art on install?

Post by ancestral »

If you have Bestiary page feedback, please reply in that thread.
Boucman wrote:* what is the "1" under the image ?
That was for selecting different portraits.

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 BestiaryPREVIEW IT HERE )
Unit tree and stat browser
CanvasPREVIEW IT HERE )
Exp. map viewer
User avatar
bigkahuna
Posts: 657
Joined: September 11th, 2010, 6:24 pm
Location: In your mind.

Re: [mainline] New layout for help

Post by bigkahuna »

ancestral wrote:That was for selecting different portraits.
Hmm...
bigkahuna wrote:No, that was the # of frames needed to view all the images (or something like that).
I was right! :D

Anyway, besides those few minor nitpicks, I really like the changes you made - they are a great improvement to the current system.
Check out my campaign Sweet Revenge!
Join the new R2D forum!
User avatar
galeanthrope
Posts: 12
Joined: November 26th, 2009, 10:48 pm

Re: [mainline] New layout for help

Post by galeanthrope »

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.
Meow!
User avatar
ancestral
Inactive Developer
Posts: 1108
Joined: August 1st, 2006, 5:29 am
Location: Motion City

Re: [mainline] New layout for help

Post by ancestral »

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.
Wesnoth BestiaryPREVIEW IT HERE )
Unit tree and stat browser
CanvasPREVIEW IT HERE )
Exp. map viewer
User avatar
thespaceinvader
Retired Art Director
Posts: 8414
Joined: August 25th, 2007, 10:12 am
Location: Oxford, UK
Contact:

Re: [mainline] New layout for help

Post by thespaceinvader »

Locked at OP's request.
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Locked