Any additions to the "Battleroom" dialog...
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Here are the updated pics with a different theme installed. I thought I would show you what it would kind of look like in windows. (Even though this is still linux)
One pic is of the server tab and the other is of the map tab. Tell me if I missed something.
zwzsg's list was very long, but I tried to impliment as much as I could. Some of the stuff just wouldn't fit properly because of how it is currently designed however. In particular, having the alliance stances that he talked about would be relatively confusing, and in my opinion, barely used.
Its nice to have clear enemies and allies, and nothing inbetween. Having alliances that overlap (being allied to the people next to you) could get really messy fast. You can mess with the alliances in-game if you really want a crazy game like that (even if you would call it a game).
Also, in-game you should be able to switch resource sharing stances and unit sharing stances.
One pic is of the server tab and the other is of the map tab. Tell me if I missed something.
zwzsg's list was very long, but I tried to impliment as much as I could. Some of the stuff just wouldn't fit properly because of how it is currently designed however. In particular, having the alliance stances that he talked about would be relatively confusing, and in my opinion, barely used.
Its nice to have clear enemies and allies, and nothing inbetween. Having alliances that overlap (being allied to the people next to you) could get really messy fast. You can mess with the alliances in-game if you really want a crazy game like that (even if you would call it a game).
Also, in-game you should be able to switch resource sharing stances and unit sharing stances.
The cooperation (currently its just me working on the design) won't start until I get the design done and going. Then, people can start coding it however they would like. I wanted to get a basic framework setup so that it will be easier to work with. Right now, I am simply designing the GUI, which is the first step in building the framework.
(Note that currently, this is just a preview and none of it works yet)
(Note that currently, this is just a preview and none of it works yet)
- [K.B.] Napalm Cobra
- Posts: 1222
- Joined: 16 Aug 2004, 06:15
I knew what was meant, I was providing a solution that would not take any more space in the interface.
You can colour the names of the players in the interface the same as the colour of their units. Or, since teams tend to be the same colour, the team number could just be the colour of the team, or have a dot of color of the team, or a background color of the team (not sure if that's possible in gtk dropdowns or not however)
You can colour the names of the players in the interface the same as the colour of their units. Or, since teams tend to be the same colour, the team number could just be the colour of the team, or have a dot of color of the team, or a background color of the team (not sure if that's possible in gtk dropdowns or not however)
Perhaps this can help you :
Code: Select all
teamColor[0][0]=90;
teamColor[0][1]=90;
teamColor[0][2]=255;
teamColor[1][0]=255;
teamColor[1][1]=80;
teamColor[1][2]=80;
teamColor[2][0]=255;
teamColor[2][1]=255;
teamColor[2][2]=255;
teamColor[3][0]=70;
teamColor[3][1]=220;
teamColor[3][2]=70;
teamColor[4][0]=10;
teamColor[4][1]=10;
teamColor[4][2]=220;
teamColor[5][0]=150;
teamColor[5][1]=10;
teamColor[5][2]=180;
teamColor[6][0]=255;
teamColor[6][1]=255;
teamColor[6][2]=0;
teamColor[7][0]=60;
teamColor[7][1]=60;
teamColor[7][2]=60;
teamColor[8][0]=140;
teamColor[8][1]=190;
teamColor[8][2]=255;
teamColor[9][0]=160;
teamColor[9][1]=160;
teamColor[9][2]=145;
Code: Select all
[TEAM0] //players in this will share the same units (start with one cmd etc)
{
TeamLeader=x; // player number that is the "leader"
AllyTeam=number;
Color=number;
Side=Arm/Core; //other sides possible with user mods i suppose
Handicap=0-100; //Percent bonus on all resources collected ?
}
Possibly its just the actual integer number of the RGB value. I guess I could do some testing...but meh....
I remember posting that picture:
Lobby_Colors.gif
Lobby_Colors.gif
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
I wonder, would it be possible to send «ping»?
I mean, click a «ping» button, then somewhere on the windows and the others would hear a sound and see on the window a circle drawed with a thin line increasing and decreasing in size to call attention.
For example, to make «pings» to the ready buttons...
I mean, click a «ping» button, then somewhere on the windows and the others would hear a sound and see on the window a circle drawed with a thin line increasing and decreasing in size to call attention.
For example, to make «pings» to the ready buttons...
When the host hits the start button it should notify everyone in the room that the host wants to start. If people don't hit ready, the game won't start. In fact, its pointless for the game to start if there is even one person missing. It totally ruins the game.PauloMorfeo wrote:I wonder, would it be possible to send «ping»?
I mean, click a «ping» button, then somewhere on the windows and the others would hear a sound and see on the window a circle drawed with a thin line increasing and decreasing in size to call attention.
For example, to make «pings» to the ready buttons...
Dragon: That is actually a good idea. I was kind of running out of room. I might just leave it as is for now though. Its a lot of work moving stuff around (because you have to rename all the stuff you move).
I just have to work on the Mod tab. What does everyone want in the mod tab?
I am thinking of including:
- Picture
- Description
- List of files the mod uses
- 5 Changeable mod settings (the mod can define them somewhere later, they won't be useable in the first couple versions)