UI Discussion
Moderators: FLOZi, SpikedHelmet, Moderators, Content Developer
Re: UI Discussion
This going to replace the semitransparent thingies at bottom?
Reiterating stuff from our testrun: i'd love a permanently visible right-side-of-screen bar for ordering stuff, arranged vertically, starting with a pictogram for order submission and followed by an accordion or tab switcher for unit classes and then individual icons.
Entire thing could ideally be no fatter than 5% of screen width (if talking about wider ones popular now).
Reiterating stuff from our testrun: i'd love a permanently visible right-side-of-screen bar for ordering stuff, arranged vertically, starting with a pictogram for order submission and followed by an accordion or tab switcher for unit classes and then individual icons.
Entire thing could ideally be no fatter than 5% of screen width (if talking about wider ones popular now).
Re: UI Discussion
Cool! Are there already keyboard commands for enabling/disabling weapons? Clicking tiny buttons when trying to micro quickly is really annoying, as I'm sure you know.
Is turning weapons on/off a major part of gameplay (guessing heat management)? If heat is going to majorly screw up a unit's abilities, perhaps also fade in some color behind the mech outline to indicate ability-limiting amounts of heat.
Is turning weapons on/off a major part of gameplay (guessing heat management)? If heat is going to majorly screw up a unit's abilities, perhaps also fade in some color behind the mech outline to indicate ability-limiting amounts of heat.
Re: UI Discussion
Doable easily floz. Do you guys want me to use that mech image?
Re: UI Discussion
Haven't written the toggling weapons at all yet (They are already limited by heat, ammo, jamming... )Nemo wrote:Cool! Are there already keyboard commands for enabling/disabling weapons? Clicking tiny buttons when trying to micro quickly is really annoying, as I'm sure you know.
Is turning weapons on/off a major part of gameplay (guessing heat management)? If heat is going to majorly screw up a unit's abilities, perhaps also fade in some color behind the mech outline to indicate ability-limiting amounts of heat.
@Smoth: Not sure quite how Spiked wants those to work, all uniform or custom outlines for each from renders.
Re: UI Discussion
You could probably hijack the ZK icon builder to generate wireframes images cheaply and en masse.
Bonus point is that a model change afterwards will not require any 2d art update, either.
Bonus point is that a model change afterwards will not require any 2d art update, either.
Re: UI Discussion
That isn't a problem but it could be an issue to do it for every 'mech/loadout. ESP at zoom for the collapsed group view thing. May be easier to do a generalized form, IE for tanks, mechs with arms, mechs without arms and so on. Then again, I don't know if it would be THAT big a deal to at least to a graphic for each mech base frame.FLOZi wrote:@Smoth: Not sure quite how Spiked wants those to work, all uniform or custom outlines for each from renders.
How many different mechs?
Re: UI Discussion
Currently 34 mechs but that includes variants.
If we went with a uniform mech outline they can all have arms iirc (even if they don't look like arms, they have weapon mounts which are called arms internally and take damage).
If we went with a uniform mech outline they can all have arms iirc (even if they don't look like arms, they have weapon mounts which are called arms internally and take damage).
Re: UI Discussion
Whipped this guy up earlier to avoid any artist butthurt about using the old card image.
Re: UI Discussion
Guess I should finish up the leg damage code >_>
Re: UI Discussion
Recent advances
Re: UI Discussion
Things left:
Ammo
heat
weapon offline/online toggle(is this implemented?)
weapon disable enable colors(unsure how to know what is disabled)
- Attachments
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- backup.7z
- (just a backup)
- (164.98 KiB) Downloaded 13 times
Re: UI Discussion
If that's a reference to maxammo in customparams, that's because customparams can only be strings. Use this to convert:[02:01:06] <smoth> he is storing a string not a table ...
Code: Select all
local function StringToTable(input)
return loadstring("return " .. (input or "{}"))()
end
Re: UI Discussion
Smoth - could your shadder- show damaged parts?
Re: UI Discussion
removed art based on concept drawing.
Re: UI Discussion
I really like the alert that shows when the unit is about to explode.
The moment a unit gets hot the portrait starts to glow. As it gets closer and closer to exploding(150% heat, or excess_heat of 50 as it is known internally) it flashes danger and the little caution line as well :)
I am not sure if you want to have the card auto hide or clear on unit death..
either way, doing a backup before I go to the store.
- Attachments
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- backup.7z
- (176.85 KiB) Downloaded 17 times
Re: UI Discussion
I cannot figure out how to login to checkin and CBA to use commandline. Anyway, flozi, give this a whirl and let me know.
Cheers!
Changes:
outline added to healthbar, lance tab and ammo text
added support for vehicles, now shows a tank icon.
commented and cleaned up a bunch of stuffs
card is hidden until a unit is picked in lance view! yay!
have fun!
Cheers!
Changes:
outline added to healthbar, lance tab and ammo text
added support for vehicles, now shows a tank icon.
commented and cleaned up a bunch of stuffs
card is hidden until a unit is picked in lance view! yay!
have fun!
- Attachments
-
- backup.7z
- (218.93 KiB) Downloaded 17 times
Re: UI Discussion
Do the electric snowstormsmoth wrote:
I am not sure if you want to have the card auto hide or clear on unit death..
either way, doing a backup before I go to the store.