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    Screen centering/cycling around map UI idea

    Scheduled Pinned Locked Moved Feature Requests & Ideas
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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

      B 1 Reply Last reply Reply Quote 0
      • 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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              • LaFayetteL Offline
                LaFayette Admin
                last edited by LaFayette

                I can see that the prerelease has a 240 px minimum right bar width

                It might not just yet. On Napoleanic Wars, the right bar width is still determined by the size of the minimap. With larger buttons, the right hand most button is completely cut-off. 25x25 buttons do seem to look nicer, though it implies we would want to actually create that 240px minimimum to avoid buttons from being cut-off.

                I took a number of snapshots trying out V-Formation or a simpler Line-Formation, please let me know what you think (a quick turnaround with a yay or nay is greatly appreciated):

                Line Formation

                Note, the "cluster" of German units is a worst-case, NWO with all available land units in a single territory:

                Screenshot from 2020-04-01 19-58-58.png Screenshot from 2020-04-01 19-58-51.png Screenshot from 2020-04-01 19-58-42.png

                V Formation

                Screenshot from 2020-04-01 19-57-15.png Screenshot from 2020-04-01 19-56-56.png

                Napoleanic Wars & Larger Buttons

                In these pictures, I resized the buttons and the right hand bar to it's post-rendered minimum width after resizing.. Notably notice there is a lot of space to the right of the minimap. It's unavoidable if we have larger buttons. Given this is a worst-case map that we know of, it could be okay. We should also consider that the unit history and the 'undo' button are hard to see on Napoleanic wars, which makes it more worthwhile to add that minimum.

                Line Formation

                Screenshot from 2020-04-01 20-08-07.png Screenshot from 2020-04-01 20-07-53.png

                V-Formation

                Screenshot from 2020-04-01 20-06-36.png Screenshot from 2020-04-01 20-05-56.png

                Button Ordering / Terminology

                Watching a new player learn the game not long ago, the 'shield' was meaningless to them. The sleep term and icon I think are both clear, I'd like to go back to those.

                The button re-ordering and key remapping both make sense.

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                • C Offline
                  Cernel Moderators
                  last edited by

                  Anyways, I have to say that, for example, when I switch to the "Notes" tab, I'm annoyed to see the "Units To Move" thing there. I definitely preferred it showing only if on the action tab (it also makes sense, as those are your remaining actions). I suggest going back to the previous behaviour of having it within the action tab only, if feasible.

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                  • LaFayetteL Offline
                    LaFayette Admin
                    last edited by LaFayette

                    Clicking the notes tab, the first problem is the width:

                    Screenshot from 2020-04-01 20-23-52.png

                    After fixing that by resizing, minimizing the units to move is one more, easier, click away. I don't think that is necessarily a major concern but a nuisance extra click.

                    I'm really most interested right now on a definitive answer for line vs V formation.

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                    • C Offline
                      Cernel Moderators
                      last edited by

                      I suggest the minimum wideness of 240 pixels or whatever being removed when you minimize the Units To Move thing.

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                      • LaFayetteL Offline
                        LaFayette Admin
                        last edited by LaFayette

                        Secondary consideration for line formation is spacing. Four options:

                        1. Even spacing to fit, eg:
                        __X__X__X__
                        
                        1. Side by side spacing
                        ____XXX____
                        
                        1. Side-by-side with partial Overlap

                        (My ascii art skills are not quite up to par to draw this)

                        1. Side-by-side unless there is not enough space, in which case go to equal spacing (which will result in overlap)
                        redrumR 1 Reply Last reply Reply Quote -1
                        • redrumR Offline
                          redrum Admin @LaFayette
                          last edited by

                          @LaFayette I think I favor the line but with a slight change to draw them with the left most unit on top instead of the center most. Not sure about spacing but my initial reaction is side by side as it'll look less like units are floating around and more cohesive.

                          TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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                          • Black_ElkB Offline
                            Black_Elk
                            last edited by

                            wow this has come a long way! clutch! Nice work dudes

                            I've been banging away A&AO lately playing 1942 to death, but its getting a little bit tired. I don't know how many plans there are for improvements beyond what they currently got which is pretty limited. Certainly no unused unit scroller, no live play defender chosing casualties, no bidding, no movement orders issued by tile or anything even approaching edit mode.

                            The one thing they do have other than the brand name is an ELO type deal for ranked matching which is more popular than I'd have imagined. In terms of clicks, the only thing that feels slightly smoother there is the issuing of amphibious assault orders which is a one click to unload. But its hardly a worthwhile trade off. I'm kind of surprised at how many people are willing to accept pretty dramatic rules adjustments just because of branding. I'm really only there because people are playing gencon 1942, but as a platform it sort pales in comparison. Good to see things are still kicking around here

                            C 1 Reply Last reply Reply Quote 4
                            • C Offline
                              Cernel Moderators @Black_Elk
                              last edited by

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

                              the only thing that feels slightly smoother there is the issuing of amphibious assault orders which is a one click to unload.

                              I like the fact that TripleA allows you to load 2 units and offload only 1 of them, if you so wish, as it makes sense (I guess there you cannot do this illegal move?).

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                              • Black_ElkB Offline
                                Black_Elk
                                last edited by Black_Elk

                                Yeah pretty much, it forces full unload or no unload during amphibious. Its interesting to see what things were preserved by the book and what things were just thrown out the window hehe. Also kinda curious how quickly people have just adapted to whatever, even if it departs pretty markedly from the physical game.
                                I'm surprised actually how much time I've spent with it, given that 1942 isn't really my favorite map. But I guess it must have some kind of charm to it. Haven't seen anything on the level though, not with like cool screen centering features and such 🙂

                                Every feature request I've seen is basically for something that already exists here. So not really sure what the draw would be, other than like just being on steam and having the official stamp of approval. It has kind of made me want to revisit map making a little though. I think we could come up with something using that map and playscale that would be more interesting than gencon, just adding a couple units or sticking a few new factories here and there. Will have to see how bored I get during this corona thing. Supposed to be sheltering in place in SF till what like end of may now? Too wild hope you all are finding ways to stay entertained
                                hehe

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                                • LaFayetteL Offline
                                  LaFayette Admin
                                  last edited by LaFayette

                                  A heads up that a significant update to the unit scroller is in-flight: https://github.com/triplea-game/triplea/pull/6129

                                  Here is the change list:

                                  • sort order to unit scroller units
                                  • 25% larger unit scroller buttons
                                  • re-orders unit scroller buttons
                                  • improves button tooltips
                                  • unit count added to unit scroller avatar images
                                  • territory mouse listener, on territory enter unit scroller changes to that territory
                                  • unit avatar rendering goodness, better vertical height to fit unit image size plus a little padding
                                  • goes back to 'sleep' with moon icon, replaces 'station' terminology with shield icon

                                  I think that might cover everything so far minus the change of the "left/right" hotkeys to , and .

                                  B 2 Replies Last reply Reply Quote 2
                                  • B Online
                                    beelee @LaFayette
                                    last edited by

                                    @LaFayette
                                    something i just thought of. I collapse the "Units to Place". It'd be cool when Placement phase hits that they'd automatically pop back up. Not really a big deal. Good work here : )

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                                    • LaFayetteL Offline
                                      LaFayette Admin
                                      last edited by

                                      @beelee there has been debate on that (having placement units pop back up) in a couple places.

                                      FWIW, making that update is on the list of things to change in the short-term before releasing 2.0: https://github.com/triplea-game/triplea/issues/6099

                                      1 Reply Last reply Reply Quote 1
                                      • B Online
                                        beelee @LaFayette
                                        last edited by

                                        @LaFayette
                                        just checked out 18613. I like the improvements. Units are spaced out better. Looking good

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                                        • C Offline
                                          Cernel Moderators @LaFayette
                                          last edited by

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

                                          Clicking the notes tab, the first problem is the width:

                                          Screenshot from 2020-04-01 20-23-52.png

                                          After fixing that by resizing, minimizing the units to move is one more, easier, click away. I don't think that is necessarily a major concern but a nuisance extra click.

                                          I'm really most interested right now on a definitive answer for line vs V formation.

                                          One click is better than two, so (if not having this in the action tab only) I suggest bot the "Units to Move" and the "Units to Place" windows being automatically minimized upon clicking on any tabs but the "action" one.

                                          LaFayetteL 1 Reply Last reply Reply Quote 0
                                          • LaFayetteL Offline
                                            LaFayette Admin @Cernel
                                            last edited by LaFayette

                                            @Cernel not sure that simple. You're going to need to scroll, probably resize a few more times, and then resize to make the window smaller when you start playing again. Then on top of that, you can already scroll the notes and should have plenty of space to view them. You only really need to minimize the units to move if you want to do some sort of full-view optimal view of the notes tab (in which case perhaps opening the game notes from the menu option is better?)

                                            The auto-resize probably could be frustrating. It's generally best when controls have a 1:1 mapping between the control and what they do. It would also be a bit odd as a user did not necessarily "ask" for the minimization, it is not something they clicked. Also none of the other tabs are hurting for space, just the action tab. If you don't like seeing placements and units to move, is it really not enough to just leave them minimized?

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