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    Screen centering/cycling around map UI idea

    Scheduled Pinned Locked Moved Feature Requests & Ideas
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    • HeppsH Offline
      Hepps Moderators @LaFayette
      last edited by Hepps

      @LaFayette said in Screen centering/cycling around map UI idea:

      @RogerCooper the use-cases are certainly different. In multi-player games it's quite critical to know you moved everything (many games can become a contest of who makes the fewest mistakes rather than who played the better game).

      Isn't that the entire point and has that not always been the case? 😃

      "Victory usually goes to the army who has better trained officers and men."
      Sun Tzu

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        Captain Crunch Banned @RogerCooper
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                              • LaFayetteL Offline
                                LaFayette Admin
                                last edited by

                                Getting back on topic, I want to emphasize the following intended plan (https://forums.triplea-game.org/post/30477)

                                Also for consideration, place-units is always visible and has a button to hide the panel. I think it could make sense for the unit-scroller to be similar: always visible during move phases (regardless of which action tab is selected), and have a similar button to the placements panel to hide/show the panel.

                                This would solve the issue where if a player does not want to use the unit scroller and have it take up room, they could collapse and hide it.

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                                • LaFayetteL Offline
                                  LaFayette Admin
                                  last edited by LaFayette

                                  Some progress on this, couple preview screenshots below:

                                  Screenshot from 2020-03-31 00-17-14.png

                                  Screenshot from 2020-03-31 00-18-40.png

                                  Changes being made:

                                  • Removed the unit flag and unit count
                                  • Removed the unit highlight button and center on units button
                                  • Put buttons on same row
                                  • Scaled/shrank button images to 20x20
                                  • Decreased button horizontal gap spacing (now 2 pixels apart rather than 15)
                                  • Fixed up layout so the component does not stretch to fill half of the vertical space of the action tab
                                  • Put the component behind a collapse button, clicking the collapse button shows/hides the component
                                  • Unit scroller is now always visible during combat and non-combat moves
                                  • Made the territory text larger
                                  • Moved the "units left to move count" to be part of the label for "Units To Move (#)"
                                  • Moved the territory label to be below the units rather than above

                                  Changes to make:

                                  • change the rendering of the unit avatars to be in a 'v' formation instead of echelon formation

                                  Stretch goals (if I wind up getting time and motivation, these changes I would like to make):

                                  • Clicking the unit image will center, hovering over the unit image highlights the hovered units both on the game board and in the unit scroller
                                  • Units to move will be computed as unmoved units rather than units with movement left. This is significant for fighters, they generally always have movement left in combat move, it's odd to have the scroller come back to them after they've been moved to combat.

                                  I'll update this thread when this set of changes is live in the prerelease. The feedback given over this thread lead to these updates, it's looking so much better. I can't wait to see the extra space being used to render units side by side. Keep the good ideas coming and thanks.

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                                  • LaFayetteL Offline
                                    LaFayette Admin
                                    last edited by

                                    This is the PR submitting the latest code changes mentioned above: https://github.com/triplea-game/triplea/pull/6117

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                                    • B Online
                                      beelee @LaFayette
                                      last edited by

                                      @LaFayette
                                      I just started testing this but immediate improvements. Really like the "collapse" option. High marks. Good work 🙂👍 👍 👍

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                                      • B Online
                                        beelee @LaFayette
                                        last edited by

                                        @LaFayette

                                        so a quick heads up. 18579 when I tried to do an "Undo" during placement everything froze. I got a screenshot

                                        Screenshot from 2020-03-31 07-56-41.png

                                        but nothing else. You can see "Undo" highlighted. I can't get out at all. Nothing kills it. Gotta split for an hour or so and I'll give it another go with more info. Was on a bot in the preLobby.

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                                        • FrostionF Offline
                                          Frostion Admin
                                          last edited by

                                          Nice to see some development of the territory scroller. 🙂 I will give some feedback on it, as I have used it extensively since it was available, and now I have been playing with this newer version.

                                          The buttons are too tiny for practical use. Try 25x25 pictures.
                                          I measure the 5 buttons to be total 178 px wide on screen. They are not as easy to use as the much larger previous ones. I think you should consider (if you are using 20x20 mini pictures) to use 25x25 px pictures. 25% larger pictures would make a huge difference in regards to usability.

                                          The approximate total button width would be around 222-223 px and also still fit most maps with tiny minimaps. I can see that the prerelease has a 240 px minimum right bar width, so it would also fit nicely into this new minimum. Button pictures could maybe be as large as 26x26 px.

                                          BiggerPictures.png

                                          Rearrange buttons in accordance to amount of usage; right the most and left the least.
                                          Based on my play, “Next” is most used, followed by “Check”, then “Station” then “Wake/Alarm” and previous is used the least. It would be convenient if the buttons were next to each other in that same order.

                                          RearragneOrder.png

                                          Line formation instead of V or Echelon formation.
                                          I think it would both free up space and make the units waiting to be moved more visible. As I meantioned before, it could maybe be an harmonica type display, meaning that if there were more unit types than could be displayed, they would just overlap left to right.

                                          Also, the most valuable / strong units should stand at the back/at the left, as they would most likely also have bigger pictures or would be units not meant to be at front as cannon fodder.

                                          RearrangeDisplayedUnits.png

                                          Replace N (Next) and M (Previous) with . and , keys
                                          It is unintuitive to scroll back with the M-key since M is placed to the right of N on the keyboard. On onscreen the buttons are reverse. Also the keys . and , on the keyboard are pretty fast for the player to spot and place fingers on when needed, more easy than the confusing N and M.

                                          Sleep / Wake up renamed to Stationed / Alarm
                                          In regards to the “sleep” and “wake up” discussions and terms, I understand that we go for the term “station” for permanently inactivating units. Then I would say that “wake up” should also be replaced by something more fitting to stationed units. The A key and “Alarm” term would fit more stationed troops than W key and “wake” (wake = more fitting sleep).

                                          Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

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                                          • C Offline
                                            Cernel Moderators
                                            last edited by

                                            I suggest having the two left-right buttons below the unit images and the other three buttons above the unit images.

                                            This would take out only some pixels of height space in the bar while allowing all of the following:

                                            • Bigger buttons.
                                            • Minimum wideness down to 200 pixels.
                                            • Adding back the centre button between the left and right ones.
                                            • Virtually remove the risk of misclicking any of the stay, station and reactivate buttons while spamming the right button (at most you might misclick the centre one).

                                            I think ideal would be that the button resize depending on the current wideness of the right bar, by the way. If not that, then, resize the space between them.

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