Taking your suggestions for a new UI
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@Frostion Yes, the UI is still in a very early stage.
I'm planning to re-use the current game-UI to have at least a local Game working in a couple of weeks.
From there, we can improve the UI piece by piece to achieve something that doesn't look like it got a long legacy.
Thanks for your feedback, I agree
As a side note: I heard that JavaFX can be ported to mobile devices. (Can't make promises, but we want to keep that an option)
So we'd probably want to design the UI in a way that can be adobted by mobile devices with small screens as well.
So all the menus (not necessarily the way they are organised) should be easily downscalable. -
@RoiEX Sounds real nice!

Another suggestion: I don't know if anyone else has suggested it yet, but it would be sweet if the new UI could implement the much talked about and yet non-existing buttons for "Next unmoved unit", "Previous unmoved unit", "Alert" (sleep) etc.
I think an addition like that would bring the UI a step closer to the UIs of many commercial games, as well as bringing something new and useful to the new UI.
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I know this has been discussed a lot before, and people have given their input for the graphics for these buttons, but are is my suggestions:

0_1524691875709_HiResGraphicsForButtons.zip
The buttons symbolize Previous unmoved unit / Next onmoved unit / Alert, sleep, dig in, skip or whatever / Center screen on the unit selected (if one has moved away on screen and want to find it again)
I think I have managed to make a universal look that would fit many kinds of maps. The buttons are kind of balanced in the way of being βfilledβ with equally same amount of black, so they feel like having the same βwheightβ. I also think the symbols should be easily and intuitively understood. Anyone have thoughts on this?
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@frostion I think we are probably discussing too many different things in this thread and much of it is going to get lost. I think we really have 3 separate topics:
- Current UI redesign primarily focused on main menu and setup screens
- UI improvements/layout of in-game window: https://forums.triplea-game.org/topic/689/in-game-ui-revamp
- Unmoved units functionality/buttons
I think the first one is good to keep here but the other 2 topics should have separate threads.
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@I can't find the new redrum topic. I think Roiex started this a year or so ago ? sorry I can't remember.
Ok yep it's Roi
I wanna change my #3 vote on redrum's thing to having some color added to the lobby graphics.My apologies for the wrong place. : ) Idk why I cant find it : )
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@beelee hmmm... i can't edit my post. well i found the right spot. usually happens right after i give up : )
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Seems as if the new stable is supposed to come out soon. I would highly suggest adding some color to the lobby. Maybe some other features as in rankings and well...it's all been brought up before.
Lobby currently looks like 1970s punch card mode. just saying
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@beelee yeah, it could be modernized and the UX is not ideal. We're waiting for the JavaFX project to be completed which will update the launching screens.
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I'm currently working on a new launch screen for local games, slow but steady, so if someone wants to give a lobby design a shot...
There's a WYSIWYG editor I'm using for this, so if someone wants to create a mockup using that tool and create a concept how different screens do what and what each button press does, that would help a lot already. -
WIP

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@RoiEX
The black print is very hard to read, and is impossible where it bleeds over into the brown border. You said you were using a WYSIWYG? Which one and is it a free download?Design is not my forte, but I could give it a try.
Cheers...
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@wc_sumpton The Text colour etc. are obviously not final, just wanted to let you know that I started working on it again.
Also alignments are not correct yet, that needs to be fixed as well.However I'd appreciate if someone would try their skills to create a template: https://gluonhq.com/products/scene-builder/#download
It's not 100% WYSIWYG because styling is done via CSS, but almost everything else is.
If you want to give it a try, I can PM you the details on how to set yourself up. -
@RoiEX Yeah, of course, in the moment you give an artistic look, it is hard to keep it generic. I question the point of having swords on the left, in the moment the look is totally XX century, otherwise (contemporary style map and typewriting).
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@RoiEX Maybe having the TripleA version on bottom right as "TripleA v2.0 (0)" instead of "TripleA v2.0.0", since the last digit is actually not really part of the version, but jus the development number (like, now it would be 17343, right?), that is not zeroed when the previous ones are increased (as it should happen with proper versioning)?
So, practically, I think it would make more sense as "2.0 (17343)" instead of "2.0.17343". -
@Cernel The version string is just pasted there, it's the same like everywhere else.
I mean we could change that, but it really would make stuff more confusing -
This is Awesome ! I remember when Roi said he was gonna start on it. Must be 2 years ago by now. I can only imagine all the work you've put in on this. Thanks for going Big

Having triplea look all bad ass with colors and stuff is probably 90% important at this point. Imo. That and advertising, which go hand in hand.
Always gotta keep cranking on the code and stuff obviously, but it's a visual world for most. The new 1942 game on steam is still in development and I wish them well, their stuff looks way cool. Triplea got the rules better but they got the looks : )Oh yea, bigger font in w/e is decided would be way cool. It all seems a bit small to me
The Homepage could use a boost too 
Thanks again Roi
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I can only imagine all the work you've put in on this.
Unfortunately not that much, because this kind of work is really time consuming. It's mainly the christmas holidays that allowed me to work on this. A lot of "trying if this works" is involved.
However I think I found a way to keep me motivated to work on this for an hour a day, so I should be able to continue on this slowly but steadily after the holidays.
Maybe we'll be able to launch a local game using the "new" UI in a month already. Of course then we'd still need Lobby, Network Games, PbF, PbEM etc. but it's a start.
If you want you can check out the "new" map selection screen, just go into your engine preferences, enable the JavaFX UI in the testing section and navigate to "local game". Note that you'll have to restart your game for those changes to take effect.
In order to get back do the same thing, but inside the JavaFX client.
This is obviously still a prototype, but I think it looks better than the current one already. -
@beelee Also stuff like font and colours is probably the easiest thing to change there.
Thanks to the CSS support, we can just create a single rule that would apply to all text everywhere if we think something is too small or too big. -
@Cernel Note that the "general background" had been there for quite some time now.
Most stuff is based off @Hepps' design and concept art, so if you think some icon or image should be something different discuss it with the community.
Once the basics work for once, it's easy to change individual layouts.
I hope that it'll get to a point where the wiring in the background is done in such a way that for most changes we don't even need to touch the real code.
This way I could create a guide for everyone interested in enhancing the layout without coding knowledge, so they can play around with the design and propose changes themselves
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