Metal, energy, and the gui - Page 3

Metal, energy, and the gui

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Were not suggesting making you need sound...

Also the warnings would be that you are about to click a button that will make you metal consumptiion go so far over your income you'll nano stall in 2 sec's... And it wont stop you doing it and you can turn it off. :-)

I still think the shaded bars (or coloured, but liek someone said no gay rainbows...) would be a good way to represent it visuly.

aGorm
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

:shock: ! rainbows aren't gay! they rule! :evil: how dare thy insult they multicoloured wonder with gold at the bottom...celestial punishment will manifest itself in the form of your spring client killing itself all the time :twisted: ...not that it doesn't anyway =p
Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

Hey, yeah. Shaded bars - good idea. Basically, if a build or repair order cannot be completed with the current amount of metal based on time, use, your current income and your current amount, we surround it with a silvery frame.

"First of all, it would likely require a large amount of work, and add more bloat to the program."
No, it wouldn't!

"Second, most of the newer people would not know how to activate it, and the more seasoned players would probably know about being under attack/losing energy/full metal before the voice even sounds, so it would be pretty useless."

It's true that everything we have discussed here is about telling you things you should already know, but in TA it's easy to get lost because I don't think the resources are expressed in a very use-friendly way. I mean, you really have to look at four numbers to know what's happening with ONE resource.

If we could make th GUI more clear, then that would rock. But it would be hard.
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