Default Gui Endgame Screen
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- Funkencool
- Posts: 542
- Joined: 02 Dec 2011, 22:31
Re: Default Gui Endgame Screen
Not much, but maybe a start. I just need some arrays to test it with..
Edit:for the newer working version checkout
http://springrts.com/phpbb/viewtopic.php?f=23&t=29901
Last edited by Funkencool on 16 Mar 2013, 11:05, edited 1 time in total.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Default Gui Endgame Screen
Wow nice!
I'm starting the funkencool fan club
I'm starting the funkencool fan club
Re: Default Gui Endgame Screen
Yeah I like! I'm putting together a chilli-based gui for my game (disabling most engine UI) and this will make a nice addition. Thanks for posting.
Re: Default Gui Endgame Screen
Rounded rectangles are so 2006.
Re: Default Gui Endgame Screen
by all means show us a better skin. I'd like to see some more zk skins.Jools wrote:Rounded rectangles are so 2006.
Re: Default Gui Endgame Screen
That skin is otherwise nice. I was just commenting on the chamfered edges.
Actually, the design that forboding angel foreboded in the first post is also nice. It's close to the current design but with better colours. It would also be better because it doesn't rely on chili.
But the functionality is most important.
Actually, the design that forboding angel foreboded in the first post is also nice. It's close to the current design but with better colours. It would also be better because it doesn't rely on chili.
But the functionality is most important.
Last edited by Jools on 13 Mar 2013, 09:45, edited 1 time in total.
Re: Default Gui Endgame Screen
Retro style. Makes me feel young.Jools wrote:Rounded rectangles are so 2006.
Very nice gui Funkencool!
Re: Default Gui Endgame Screen
Mind if I make a chili class out of it? A plotting library would be great to have.Funkencool wrote: Not much, but maybe a start. I just need some arrays to test it with..
Re: Default Gui Endgame Screen
Oh god yes. I'll then add a realtime graph to my attrition widget for ultimate pwnage!Mind if I make a chili class out of it? A plotting library would be great to have.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Default Gui Endgame Screen
Chili is the best thing guiwise to ever happen to this engine. I'm sorry that people such as yourself are too blind to see that. You can replace everything using chili windows. You could have the back GUI look exactly the way it does now if you wanted to. The reason no one has done it is because that design is frigging terrible.Jools wrote:
Actually, the design that forboding angel foreboded in the first post is also nice. It's close to the current design but with better colours. It would also be better because it doesn't rely on chili.
But the functionality is most important.
My "design" was just Photoshop so that the devs would be able to see what I meant. I figured that if we were stuck with that default endgame screen, it might as well look less shitty.
- Funkencool
- Posts: 542
- Joined: 02 Dec 2011, 22:31
Re: Default Gui Endgame Screen
Nice progress.
Do you plan to make also a "legend" ? For 1v1 it is very obvious who is who, but in bigger games/graphs it would help.
Also, if I can dream, I would like a list with "check buttons", so that you can select which lines/players you check.
Do you plan to make also a "legend" ? For 1v1 it is very obvious who is who, but in bigger games/graphs it would help.
Also, if I can dream, I would like a list with "check buttons", so that you can select which lines/players you check.
Re: Default Gui Endgame Screen
It's very good looking (apart from the retro rounded corners).
We should also reorganise the data that goes there. Maybe just one button for metal and one for energy. Somehow it should be possible to put sent/used/excessed etc all combined under one category. Don't ask me, don't know yet how to do it.
We should also reorganise the data that goes there. Maybe just one button for metal and one for energy. Somehow it should be possible to put sent/used/excessed etc all combined under one category. Don't ask me, don't know yet how to do it.
Re: Default Gui Endgame Screen
Nobody is forcing you to use that chili theme.Jools wrote:It's very good looking (apart from the retro rounded corners).
Re: Default Gui Endgame Screen
but it is easier for him to bitch than to make a better one >:|.
Re: Default Gui Endgame Screen
there already exist themes without round corners (think carbon is one of them), the default one probably is anyhowsmoth wrote:but it is easier for him to bitch than to make a better one >:|.
Re: Default Gui Endgame Screen
Yeah, it is. On the other hand, calling every opinion that is not in concert with self bitching is not a very pragmatic way to advance development.smoth wrote:but it is easier for him to bitch than to make a better one >:|.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Default Gui Endgame Screen
God frigging damn, dude. Are you really so thick that you just can't grasp that all you have to do is switch it to a different theme?
@funkencool
That looks AWESOME! =D
I might mention that it would probably be a good idea to put a exit button at the bottom, so that you can exit the game directly from that screen.
@funkencool
That looks AWESOME! =D
I might mention that it would probably be a good idea to put a exit button at the bottom, so that you can exit the game directly from that screen.
- Funkencool
- Posts: 542
- Joined: 02 Dec 2011, 22:31
Re: Default Gui Endgame Screen
I'm working on a legend right now. To the second request, I will try implement that directly into the legend. For example when you click a name in the legend it toggles their line in the graph.malric wrote: Do you plan to make also a "legend" ? For 1v1 it is very obvious who is who, but in bigger games/graphs it would help.
Also, if I can dream, I would like a list with "check buttons", so that you can select which lines/players you check.
The skin will be selectable in game if the game supports it, think ZK and probably BAR. So all the graph is doing is matching the rest of the UI elements. With a simple menu you will be able to switch the look to whatever option you feel best. In BAR, there will be at least three skins; Robocracy (the default one I'm using), Carbon, and one I made.Jools wrote: Yeah, it is. On the other hand, calling every opinion that is not in concert with self bitching is not a very pragmatic way to advance development.
look a little closer.. specifically where my mouse isForboding Angel wrote: I might mention that it would probably be a good idea to put a exit button at the bottom, so that you can exit the game directly from that screen.
I have a table that contains the content and label of each engine graph. Commenting out or switching the order of them will directly effect the buttons.Jools wrote:It's very good looking (apart from the retro rounded corners).
We should also reorganise the data that goes there. Maybe just one button for metal and one for energy. Somehow it should be possible to put sent/used/excessed etc all combined under one category. Don't ask me, don't know yet how to do it.
I could combine those but I think a custom data array would better handle them later anyway
Code: Select all
local statsToInclude = {
-- {"time" , ""},
-- {"frame" , ""},
{"metalUsed" , "Metal Used"},
{"metalProduced" , "Metal Produced"},
{"metalExcess" , "Metal Excess"},
-- {"metalReceived" , ""},
-- {"metalSent" , ""},
{"energyUsed" , "Energy Used"},
{"energyProduced" , "Energy Produced"},
{"energyExcess" , "Energy Excess"},
-- {"energyReceived" , ""},
-- {"energySent" , ""},
{"damageDealt" , "Damage Dealt"},
{"damageReceived" , "Damage Received"},
{"unitsProduced" , "Units Built"},
{"unitsKilled" , "Units Killed"},
{"unitsDied" , "Units Lost"},
-- {"unitsReceived" , ""},
-- {"unitsSent" , ""},
-- {"unitsCaptured" , ""},
-- {"unitsOutCaptured", ""},
}
- Funkencool
- Posts: 542
- Joined: 02 Dec 2011, 22:31
Re: Default Gui Endgame Screen
*Double posted for some reason