Status Bar improved GUI
Moderator: Forum Moderators
The outlines may have helped users see the color of the status bar over many different types of backgrounds.
Hope springs eternal.
Wesnoth acronym guide.
Wesnoth acronym guide.
- Eleazar
- Retired Terrain Art Director
- Posts: 2481
- Joined: July 16th, 2004, 1:47 am
- Location: US Midwest
- Contact:
scott wrote:If you try this you're dumb. If you manage it, you're brilliant.Eleazar wrote:Excellent! That's the way to make everyone happy.![]()
I'm not keen on the shrunk bulb, but if it's necessary, then it'll do.

Anyway i had forgotten to take into account the "crown" (Leader icon) my tiny "bulb" won't work with that. Fortunately i have a better idea that takes care of it. Will post soon...
That blue icon that floats in the air above some "hero" units whose death equals loosing the level... Is that an official thing or just something some campaign developers have added? I've only seen it when the "hero" unit didn't have custom graphics.
My new idea would present that information in a different way, and i'd like it to automatically appear with all units who's death=defeat. (weather or not they have custom graphics)
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
The blue hero icon is something Turin and I cooked up trying to have it be normative in the user campaigns. It is accomplished manually by applying an overlay to each hero unit as it's created. We can certainly adapt to whatever you decide on.
Hope springs eternal.
Wesnoth acronym guide.
Wesnoth acronym guide.
-
- Retired Developer
- Posts: 2633
- Joined: March 22nd, 2004, 11:22 pm
- Location: An Earl's Roadstead
Eleazer: these look great, especially with the idea of having -8,-16,-24 colors for xp. post some rgb values and the base energy-bar graphics and I will put this in the game.
"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
- Eleazar
- Retired Terrain Art Director
- Posts: 2481
- Joined: July 16th, 2004, 1:47 am
- Location: US Midwest
- Contact:
Darth Fool wrote:Eleazer: these look great, especially with the idea of having -8,-16,-24 colors for xp. post some rgb values and the base energy-bar graphics and I will put this in the game.

I'm also thinking of making a "bulb" icon distinction between "I've used up my MP, but can still attack" and "I can't move or attack."
Do-able?
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
yes. It shouldn't be too much coding.Eleazar wrote:Darth Fool wrote:Eleazer: these look great, especially with the idea of having -8,-16,-24 colors for xp. post some rgb values and the base energy-bar graphics and I will put this in the game.I'll mix them up this weekend (probably)
I'm also thinking of making a "bulb" icon distinction between "I've used up my MP, but can still attack" and "I can't move or attack."
Do-able?
"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
I tested semi transparent HP/XP bar here is a ingame screenshot with 60% opacity :

(note that the selected skeleton in the foreground has solid bars).
I think semi transparent bars are interedting since they don't totally hide the graphics behind.
For those who would like to test with trunk, it is patch #485 (with 50% opacity, which is IHMO a little too transparent... 60-70% seems great.
I added a comment that explains how to change it in the code).

(note that the selected skeleton in the foreground has solid bars).
I think semi transparent bars are interedting since they don't totally hide the graphics behind.
For those who would like to test with trunk, it is patch #485 (with 50% opacity, which is IHMO a little too transparent... 60-70% seems great.
I added a comment that explains how to change it in the code).
- Eleazar
- Retired Terrain Art Director
- Posts: 2481
- Joined: July 16th, 2004, 1:47 am
- Location: US Midwest
- Contact:
i like it. I'm surprized at how well you can see the bar, and the unit behind it. I also has the advantage of making the selected unit more distict without the foot halos.Noyga wrote:I tested semi transparent HP/XP bar here is a ingame screenshot with 60% opacity....
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
- Eleazar
- Retired Terrain Art Director
- Posts: 2481
- Joined: July 16th, 2004, 1:47 am
- Location: US Midwest
- Contact:
I think these numbers will work for the *P bars.
I'm still playing with some ideas for how to set up everything else...
Health bar:
33,225,0
170,255,0
255,255,0
255,175,0
255,0,0
XP bar:
255,255,255
150,255,255
0,205,205
0,160,225
AMLA bar:
230,170,255
180,135,245
160,100,255
115,15,215
I'm still playing with some ideas for how to set up everything else...
Health bar:
33,225,0
170,255,0
255,255,0
255,175,0
255,0,0
XP bar:
255,255,255
150,255,255
0,205,205
0,160,225
AMLA bar:
230,170,255
180,135,245
160,100,255
115,15,215
Have patience. One thing at a time.toms wrote:Can you make it with a little bit ahding on the side?
Last edited by Eleazar on December 5th, 2005, 12:29 pm, edited 1 time in total.
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
I would also like to suggest a quick idea: at the end of fights between units, the health of those units could be shown in a clearer fashion - eg. with floating numbers of some sort (though I can't think of any game, hextrategic or JRPG that does it that way). Possibly the health of battling units could be shown in a clear fashion beneath their feet - and thus, floating damage figures could be seen as being detached from the HP-floater below.
And the dialogue for debug-creating a unit.dibblethewrecker wrote:Can the recall/recruit stats also be updated to use the formatting now used in the status bar GUI, please
Basically, every time a description of a unit's stats is used.

For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm