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 Post subject: GUI
PostPosted: 26 Nov 2009, 05:06 
A.N.T.S. Developer
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Joined: 26 Sep 2009, 20:26
Location: Ukraine
This is just to let you know that if you have good ideas for the gui, post them here. Chances are I wont use them, but you never know, some people are geniuses at times.


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 Post subject: Re: GUI
PostPosted: 26 Nov 2009, 06:41 
AI Coder
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Joined: 14 Sep 2004, 10:32
Location: Cookieland
Everythign the BA UI alreayd does, e.g. ally bars, little markers at the side of the screen with arrows and texts pointing to markers that arent currently onscreen

Idle builders and factories at the side supcom side, something telling the user if a unit is t1 or t2 aswell, which might help prevent starting with t2 labs


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 Post subject: Re: GUI
PostPosted: 26 Nov 2009, 08:34 
Supreme Annihilation Maintainer
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Joined: 11 Jan 2008, 16:55
Add gestures for commands.
Stuff like patrol or attack...If you press and let go of the right mouse button after selecting a unit the unit will move there but if you hold the button a bit longer youll get a circle with different commands like attack patrol etc..
After that I'd remove those commands from the UI.
I know there will be a slight problem of newbies not knowing what commands there are but they will either stumble on it in the first second game or someone will just tell them how it works.
This will clean up the UI and will be easier than,say, having to click "p" for patrol ot going to the ui and clicking patrol.


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 Post subject: Re: GUI
PostPosted: 26 Nov 2009, 10:02 
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Joined: 10 Apr 2006, 04:05
Location: Finland, 1944
I don't think hiding basic functionality is a viable route for cleaning up the UI.


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 Post subject: Re: GUI
PostPosted: 26 Nov 2009, 10:23 
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Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
be pro like knorke with this megacheat.
so i made this widget to show the health % of your commander and in replays it displays random shit and there are probally more bugs but it is usable and makes for more RPG.
Image
It also flashes the border of the screen when the com is in danger of dying.
Commander health is always displayed under the minimap. Maybe i will add something a warningthing that shows when e is too low to dgun.

i dont know much about lua so if there is a big error, dont wait to tell me.


Attachments:
File comment: bla
comhp.lua [2.97 KiB]
Downloaded 104 times


Last edited by knorke on 28 Nov 2009, 01:11, edited 1 time in total.
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 Post subject: Re: GUI
PostPosted: 26 Nov 2009, 12:45 

Joined: 19 Dec 2005, 16:01
Location: Low Fell, UK
If i start accidentally making gesture commands i will be upset.

If i cannot use keybinds because someone decided gesture commands were a good idea in an RTS, and forced them upon me, said person may discover several knife-shaped holes in their face in the near future.


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 Post subject: Re: GUI
PostPosted: 26 Nov 2009, 13:18 
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Joined: 07 Apr 2009, 11:43
Gota wrote:
Add gestures for commands.
Stuff like patrol or attack...If you press and let go of the right mouse button after selecting a unit the unit will move there but if you hold the button a bit longer youll get a circle with different commands like attack patrol etc..
After that I'd remove those commands from the UI.
I know there will be a slight problem of newbies not knowing what commands there are but they will either stumble on it in the first second game or someone will just tell them how it works.
This will clean up the UI and will be easier than,say, having to click "p" for patrol ot going to the ui and clicking patrol.

Clicking p is much much easier...


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 Post subject: Re: GUI
PostPosted: 26 Nov 2009, 15:38 
A.N.T.S. Developer
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Joined: 26 Sep 2009, 20:26
Location: Ukraine
Well obviously I will not use Yan's idea. I like it myself, but I need to create a gui that retains the favor of the existing playerbase and attracts new players.

Thank you knorke, your lua was really inspiring. I will definitely take some ideas from this. Ur a cool dude.

What do people think of an inline menu. You click a unit, and a little menu with the commands shows up right there next to your mouse? Just a thought. I know most people use keybinds anyway.

Tbh commands and builds will stay mostly the same, although they will be separated, and builds will use 3d units instead of 2d buildpics. I dont see anyone really wanting this changed.


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