Wesnoth 1.10.5 for iphone/ipad & source code is out now!

General feedback and discussion of the game.

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fabi
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Re: Wesnoth 1.10.5 for iphone/ipad & source code is out now!

Post by fabi »

lindsay40k wrote:
gnomius wrote:Will Retina support be coming any time soon-ish?
The next vanilla version of Wesnoth will most likely ship with high resolution support.
dailin
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Re: Wesnoth 1.10.5 for iphone/ipad & source code is out now!

Post by dailin »

fabi wrote: The next vanilla version of Wesnoth will most likely ship with high resolution support.
Our game engine SDL1.2 don't support iphone retina, i am waiting for our core devolopper replace SDL1.2 with SDL2.0.We can prepare high resolution pictures first, if our engine is ready, we can release new version soon.
Jambo
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Re: Wesnoth 1.10.5 for iphone/ipad & source code is out now!

Post by Jambo »

Any further thoughts towards GC multiplayer.. :whistle: :wink:
pika
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Re: Wesnoth 1.10.5 for iphone/ipad & source code is out now!

Post by pika »

Two concerns about the current version (iPhone).

Image

1. The turn count is higher by one pixel. I know it's a small deal, but it'd be nice to have it all lined up.

2. The way the right side is arranged makes attacks cut off if they have effects or if there are three attacks. Can the font be decreased by 0.5 or 1 point so that it'll fit? I've also given an alternative layout in the bottom one. It uses the same font (DejaVu Sans), one point smaller.

I understand 2 will be automatically fixed once SDL2 is used and the native resolution is supported, but it'd be nice to have in the mean time to avoid having to check unit descriptions for the third attack.
dailin
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Re: Wesnoth 1.10.5 for iphone/ipad & source code is out now!

Post by dailin »

pika wrote:Two concerns about the current version (iPhone).

Image

1. The turn count is higher by one pixel. I know it's a small deal, but it'd be nice to have it all lined up.

2. The way the right side is arranged makes attacks cut off if they have effects or if there are three attacks. Can the font be decreased by 0.5 or 1 point so that it'll fit? I've also given an alternative layout in the bottom one. It uses the same font (DejaVu Sans), one point smaller.

I understand 2 will be automatically fixed once SDL2 is used and the native resolution is supported, but it'd be nice to have in the mean time to avoid having to check unit descriptions for the third attack.
I get one pixel problem, Thank you.
There are many guy complain about so small font and I think this UI need redesign.I want to remove detail weapon description in right side,but i don't know if it's right.
Jambo wrote:Any further thoughts towards GC multiplayer.. :whistle: :wink:
I remember it :)
Jambo
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Re: Wesnoth 1.10.5 for iphone/ipad & source code is out now!

Post by Jambo »

Anyone else getting graphical corruption in some of the unit description menus as per image attached?
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image.jpg
Telcontar
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Re: Wesnoth 1.10.5 for iphone/ipad & source code is out now!

Post by Telcontar »

dailin wrote: There are many guy complain about so small font and I think this UI need redesign.I want to remove detail weapon description in right side,but i don't know if it's right.
Please do not remove the weapon details. It is very important to see the damage amount and type, and specials etc. to make an informed decision whether to move a unit somewhere. If a unit is too far to attack, then there is no other good way to see how much damage a counterattack may inflict. (I know one can get this from the unit description, but that wouldn't take time-of-day/leadership/attribute bonuses into account.)

So I would appreciate any solution that can show everything that's visible now, plus a third attack if it exists.
Telcontar
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Re: Wesnoth 1.10.5 for iphone/ipad & source code is out now!

Post by Telcontar »

pika wrote:Two concerns about the current version (iPhone).

Image

2. The way the right side is arranged makes attacks cut off if they have effects or if there are three attacks. Can the font be decreased by 0.5 or 1 point so that it'll fit? I've also given an alternative layout in the bottom one. It uses the same font (DejaVu Sans), one point smaller.
On a second look, I see that the layout changes more than just the font. I think some details are very clever (like moving the movement points to the top so an entire line can be eliminated).
The only concern I have is that "[unit name] Level X" will not fit into one line if the unit name is long. How about "Level X [unit name]" or "Lvl X [unit name]"? Knowing what level a unit is can be quite important when attacking for a level-up.
pika
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Re: Wesnoth 1.10.5 for iphone/ipad & source code is out now!

Post by pika »

dailin wrote:There are many guy complain about so small font and I think this UI need redesign.I want to remove detail weapon description in right side,but i don't know if it's right.
Is it very difficult to change the UI? I wouldn't mind coming up with a mock new UI, but I don't want to do anything crazy if it'll be very difficult to implement.

EDIT:
Here's a mock-up, before then after:
Image
Image

I've tried to make it very icon-based and intuitive. It saves quite a bit of room compared to the normal one, and it should be a little easier to see important information, such as attacks and damage and health and moves.

Unit traits are also icons beside the type of the unit. I think this maintains the visual link that Lich -> Undead, Submerge. I don't know how hard it would be to make something like this work, but I think it would be an improvement.
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GunChleoc
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Re: Wesnoth 1.10.5 for iphone/ipad & source code is out now!

Post by GunChleoc »

Telcontar wrote: "Lvl X [unit name]"
This will work fine for English, but not for all other languages. Short strings can be 3 times as long after being translated, so having even less space for them will get our translators into trouble.
Telcontar
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Re: Wesnoth 1.10.5 for iphone/ipad & source code is out now!

Post by Telcontar »

GunChleoc wrote:
Telcontar wrote: "Lvl X [unit name]"
This will work fine for English, but not for all other languages. Short strings can be 3 times as long after being translated, so having even less space for them will get our translators into trouble.
How about abbreviations? I don't know enough languages to know for sure if that's an issue or not.

I guess in Japanese "Level 3" is likely "レベル 3" but it may probably be possible to abbreviate it with "L3", as English loan words and abbreviations are not unheard of (especially in computer games). Languages using Latin characters tend to have abbreviations. This leaves other non-Latin-script languages, where I'm not knowledgeable enough.
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GunChleoc
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Re: Wesnoth 1.10.5 for iphone/ipad & source code is out now!

Post by GunChleoc »

L3 would work for Gaelic, but I can't speak for other languages, especially non-European ones.
pika
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Re: Wesnoth 1.10.5 for iphone/ipad & source code is out now!

Post by pika »

GunChleoc wrote:L3 would work for Gaelic, but I can't speak for other languages, especially non-European ones.
True, and this is something that I hadn't thought of (almost silly, considering my "first" language is Mandarin). I think it maybe wouldn't be a bad idea to remove the "Lv" and make it just a lavender-coloured "3", so as to visually link it to the experience. Certainly not the only way to handle it, but I think functional for a portable platform needing many translations. I'll see if I can think of something without having to necessarily use up another line.

Given unit colours, is it a terrible idea to remove the faction text (e.g. remove "Undead"), since the colours should be good enough? Or is this an issue with potential colourblind players? I also thought about having icons for the faction, but the only issue is that custom factions would need these icons as well. Ah, the problems of having too much content =P.

This is also actually problemic for the "Dusk" day indicator, since it might not always fit after 1/16. A new row for this will probably be needed.

EDIT:
It was easiest I think to just throw in two new lines. It's a total loss of around 17 pixels vertically but I think it's better than to have to deal with translation difficulties.
Image
Telcontar
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Re: Wesnoth 1.10.5 for iphone/ipad & source code is out now!

Post by Telcontar »

pika wrote:
GunChleoc wrote:L3 would work for Gaelic, but I can't speak for other languages, especially non-European ones.
True, and this is something that I hadn't thought of (almost silly, considering my "first" language is Mandarin). I think it maybe wouldn't be a bad idea to remove the "Lv" and make it just a lavender-coloured "3", so as to visually link it to the experience. Certainly not the only way to handle it, but I think functional for a portable platform needing many translations. I'll see if I can think of something without having to necessarily use up another line.

Given unit colours, is it a terrible idea to remove the faction text (e.g. remove "Undead"), since the colours should be good enough? Or is this an issue with potential colourblind players? I also thought about having icons for the faction, but the only issue is that custom factions would need these icons as well. Ah, the problems of having too much content =P.

This is also actually problemic for the "Dusk" day indicator, since it might not always fit after 1/16. A new row for this will probably be needed.

EDIT:
It was easiest I think to just throw in two new lines. It's a total loss of around 17 pixels vertically but I think it's better than to have to deal with translation difficulties.
Image
Very interesting mock-up. I think I prefer the status line, as it does not take up much space and gives player/turn-specific information, whereas the bar of the right gives unit-specific information. Other than that, the new layout uses space much more efficiently and looks much cleaner.

Definitely keep the faction label; there are many campaign-specific cases where the color is definitely NOT enough (especially outside the mainline campaigns). There may also be rare cases with enemies having four types of attacks (though I can't remember right now, usually it is rare player units that have that). So better not waste that space on the right (and better not use too many different small icons). One possible problem is that the attack modifiers stack; it is possible to have attacks that are, for example "backstab" and "magical" in rare cases. This may break assumptions in the layout. (Such cases are frequent in Legends of the Invincible.) However, to be fair, the current text-based layout handles such cases very poorly; the text is simple outside the screen.

Overall a very nice, clean layout; I would keep the status bar on the top and daytime cycle parts, though.
pika
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Re: Wesnoth 1.10.5 for iphone/ipad & source code is out now!

Post by pika »

Telcontar wrote:Very interesting mock-up. I think I prefer the status line, as it does not take up much space and gives player/turn-specific information, whereas the bar of the right gives unit-specific information. Other than that, the new layout uses space much more efficiently and looks much cleaner.

Definitely keep the faction label; there are many campaign-specific cases where the color is definitely NOT enough (especially outside the mainline campaigns). There may also be rare cases with enemies having four types of attacks (though I can't remember right now, usually it is rare player units that have that). So better not waste that space on the right (and better not use too many different small icons). One possible problem is that the attack modifiers stack; it is possible to have attacks that are, for example "backstab" and "magical" in rare cases. This may break assumptions in the layout. (Such cases are frequent in Legends of the Invincible.) However, to be fair, the current text-based layout handles such cases very poorly; the text is simple outside the screen.

Overall a very nice, clean layout; I would keep the status bar on the top and daytime cycle parts, though.
Thanks for the comments. My justification for moving the top bar to under the map is that while the display is 3:2, vertical space is still very much a premium, since hexes are square in terms of dimensions, and having this might reduce some scrolling needed. I understand the thing about the day indicator. I did think about keeping the animation or making a simplified version of it; of course, none of your suggestions are out of the question.

The way the weapons work right now is that their primary traits (melee/ranged + type) are to the right of the attack, and any special effects (backstab, magical, marksman, drain, etc.) are placed to the right of the actual damage numbers (you can see the "drain" effect as a blood drop to the right of 8-3). They can stack and there is no risk of having it take up too much room since there is plenty of extra space there.

The resolution is only 480x320 right now, which is quite limited. It might be easier to just use a right-side full bar and incorporate the pictorial day cycle and leave room for four attacks, if needed. I certainly hope that 960x640 will be supported by the new version, which would make having a nice layout much much easier to achieve. I'll make another mockup with the pictorial day cycle and extra space for additional attacks later today.
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