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Improve placement and look of button bar #859

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BenRQ opened this issue Jul 14, 2018 · 17 comments
Closed

Improve placement and look of button bar #859

BenRQ opened this issue Jul 14, 2018 · 17 comments
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@BenRQ
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BenRQ commented Jul 14, 2018

Hi,

This is a proposal for some small evolutions of the button bar displayed while playing a game.

I have spotted some points that could be easily improved regarding these buttons / texts :

  • the arrow for 'next phase' is not so pretty '->', and you have to guess the purpose
  • buttons are very small, makes it almost impossible to translate properly
  • no difference between phase description, and a button
  • it takes some room in the middle of the screen where you may want to see the tiles better

My proposals :

  • replace '->' by a unicode arrow, and place it on the lower right corner
  • make button size dynamic depending on text, and change placements to leave room in the middle of the screen
  • change the text style of 'phase name' and remove borders

I have done a first implementation.
Please have a look !
Feel free to suggest some changes, improvements.

image

image

@BenRQ
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BenRQ commented Jul 16, 2018

Hi @NPBruce, do not hesitate to tell me if you are not fine with this kind of design changes.
And I'm trying to test as much as possible but I may miss something.

@BenRQ
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BenRQ commented Jul 16, 2018

I've done one additional change: removing this button bar while we are on the prologue.
It looks quite nice I think.

image

image

I wait for the first tile to be displayed to display the status bar.

image

BenRQ added a commit to BenRQ/valkyrie that referenced this issue Jul 16, 2018
- replace '->' by a unicode arrow, and place it on the lower right corner
- make button size dynamic depending on text, and change button placements to free space the middle of the screen
- change the text style of 'phase name' and remove borders
- do not display the button bar until we have a tile displayed
BenRQ added a commit to BenRQ/valkyrie that referenced this issue Jul 16, 2018
- Add some é à, even on upper case words
- Make good use of the dynamic button size of NPBruce#859
- Reduce some texts to avoid overlap
BenRQ added a commit to BenRQ/valkyrie that referenced this issue Jul 16, 2018
@scrubbless
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This is quite cool, did you code this in Unity or mock it up with an editing tool?

@BenRQ
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BenRQ commented Jul 17, 2018

I did this in visual studio. Moving buttons is in my level of expertise :P

Next ticket I plan to work on may prove to be more difficult : #430

BenRQ added a commit to BenRQ/valkyrie that referenced this issue Jul 17, 2018
BenRQ added a commit to BenRQ/valkyrie that referenced this issue Jul 17, 2018
BenRQ added a commit to BenRQ/valkyrie that referenced this issue Jul 17, 2018
BenRQ added a commit to BenRQ/valkyrie that referenced this issue Jul 17, 2018
@redwolf2
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redwolf2 commented Jul 17, 2018

I like it. Maybe use an arrow that is not so thick, like ➔ or → or use the hollow verison ⇨

https://unicode-table.com/de/sets/arrows-symbols/

@BenRQ
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BenRQ commented Jul 17, 2018

I agree the arrow can be improved.

And the vertical alignment was not perfect either.
It actually depends on the character displayed.

Here are few arrows with the different alignement, which one do you prefer :

image

@BenRQ
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BenRQ commented Jul 17, 2018

A few more:
image

I like the two with the shadow, but alignement would be a problem here.

BenRQ added a commit to BenRQ/valkyrie that referenced this issue Jul 17, 2018
Fix crash when loading save, related to stageUI not yet available
@scrubbless
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The only one not effected by alignment issues is:
image

If you can fix alighnment - then I personally prefer
image

@redwolf2
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redwolf2 commented Jul 18, 2018

That "paper plane arrow", that @scrubbless preferes looks nice. There could be some padding or a margin involved, that fucks up the alignment. A simple fix may be to increase the button height.

BenRQ added a commit to BenRQ/valkyrie that referenced this issue Jul 18, 2018
- Add some é à, even on upper case words
- Make good use of the dynamic button size of NPBruce#859
- Reduce some texts to avoid overlap
BenRQ added a commit to BenRQ/valkyrie that referenced this issue Jul 18, 2018
- Add some é à, even on upper case words
- Make good use of the dynamic button size of NPBruce#859
- Reduce some texts to avoid overlap
BenRQ added a commit to BenRQ/valkyrie that referenced this issue Jul 18, 2018
- replace '->' by a unicode arrow, and place it on the lower right corner
- make button size dynamic depending on text, and change button placements to free space the middle of the screen
- change the text style of 'phase name' and remove borders
- do not display the button bar until we have a tile displayed
- make sure button bar is displayed after loading save file
@BenRQ
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BenRQ commented Jul 18, 2018

Pull request #867
work still ongoing

@BenRQ
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BenRQ commented Jul 18, 2018

OK this is done.
I had to tweak the border and button size a bit, it's dirty, but it works.

I guess this should be tried on other platforms, to see how it looks.
Resolution on windows may affect the alignement issue but it's quite hard to see.
I've tested 1280x720 and 1920x1080.

image

BenRQ added a commit to BenRQ/valkyrie that referenced this issue Jul 18, 2018
Change the arrow, and tweak border to have a proper alignement.
This is because Unity does not properly align vertically this character.
@scrubbless
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Looks clean, I like it

@BenRQ
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BenRQ commented Jul 21, 2018

Thanks @scrubbless, it is all available now in my pull request.

Waiting for code review, comments if there are any :)

@BenRQ
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BenRQ commented Aug 22, 2018

One bug detected following this dev: there is an overlap when too many monsters are present:

image

Would be nice to improve the arrow characters here too.

BenRQ added a commit to BenRQ/valkyrie that referenced this issue Aug 22, 2018
- fix missing file in commit for NPBruce#430
- fix regression for NPBruce#859 and button bar in editor
@BenRQ
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BenRQ commented Aug 26, 2018

I've now fixed the issue with the overlap.

I also changed the position of the "phase name", so it is not too close to the "next phase" Arrow button.
I received quite a few remarks on this while playing with friends, who thought this text would describe to phase to come (and not the ongoing phase), because of the proximity to the button "next phase"

Feel free to propose a better placement for this text.

image

BenRQ added a commit to BenRQ/valkyrie that referenced this issue Aug 26, 2018
- Fix the overlap with monster list
- improve the UP and DOWN arrow of the monster list
- move phase name to the middle
BenRQ added a commit to BenRQ/valkyrie that referenced this issue Aug 26, 2018
- clean debug code in monsterCanvas.cs
BenRQ added a commit to BenRQ/valkyrie that referenced this issue Aug 26, 2018
* NPBruce#859 overlap with monster list

- Fix the overlap with monster list
- improve the UP and DOWN arrow of the monster list
- move phase name to the middle

* NPBruce#430 transition between screens

- add missing meta files
- move phase name position
- improve text color and add transparency
BenRQ added a commit to BenRQ/valkyrie that referenced this issue Sep 3, 2018
* NPBruce#852 [MoM] Additional improvement on French translations

- Add some é à, even on upper case words
- Make good use of the dynamic button size of NPBruce#859
- Reduce some texts to avoid overlap
- Small fix on mythos phase name
- Improve French translation for puzzle actions
- Slightly rework image puzzle to avoid overlap (in all languages) and add a bit more room for 'skill'
BenRQ added a commit to BenRQ/valkyrie that referenced this issue Sep 3, 2018
*  NPBruce#859 [MoM] Improve button bar look and placement

- replace '->' by a unicode arrow, and place it on the lower right corner
- make button size dynamic depending on text, and change button placements to free space the middle of the screen
- change the text style of 'phase name' and remove borders
- do not display the button bar until we have a tile displayed
- make sure button bar is displayed after loading save file
- Change the arrow, and tweak border to have a proper alignement.
This is because Unity does not properly align vertically this character.

* NPBruce#430 Add transition sceen between phases

This is a proposal to fix NPBruce#430.
This adds a new tag for this kind of screen called "transition".

Transition screen are at beginning of investigator phase and mythos phase and last for 3 seconds.

* NPBruce#430 Add transition sceen between phases

-  dot NOT display transition screen while we are in Editor mode

* NPBruce#859 overlap with monster list

- Fix the overlap with monster list
- improve the UP and DOWN arrow of the monster list
- move phase name to the middle

* NPBruce#430 transition between screens

- add missing meta files
- move phase name position
- improve text color and add transparency

* NPBruce#859 overlap with monster list  BenRQ committed

- clean debug code in monsterCanvas.cs
@BenRQ
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BenRQ commented Sep 3, 2018

Beta test version available with implementation of this issue:
https://github.com/BenRQ/valkyrie/releases/tag/release%2F2.1%2FBrynhildr_2.1.0b

@redwolf2
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redwolf2 commented Sep 5, 2018

Reopen, because it is fixed in Brynhildr, but not in Valkyrie. I created the label "Brynhildr" to track, what is covered by it.

@redwolf2 redwolf2 reopened this Sep 5, 2018
BenRQ added a commit to BenRQ/valkyrie that referenced this issue Sep 6, 2018
BenRQ added a commit to BenRQ/valkyrie that referenced this issue Sep 29, 2018
* NPBruce#111 
- Fix issue with descent end screen not showing up: set a background image for end screen in Descent
- use originalPath in the stats: the quest name can change for quests with multiple scenarios so it's better to use the originalPath
- remove some logs
- scenario should not use default directory name
Only scenario with original names will get the rating screen at the end of the game, and can push stats. Current scenario using EditorScenario should be warned to change their scenario name.
-  only support packages

* NPBruce#859 [MoM] Do not display button bar in the editor

* NPBruce#893 Do not display autosave slot even when no saves exists yet

* NPBruce#891 Fix Tokens being covered by object after save/load or undo

The type Dictionary<T1, T2> used to store the list of board items does not retain order.
The class OrderedDictionary does not exist unfortunately.
So add a 'sister' List of object name, and use this to write the savegame.

* Fix  NPBruce#841:
Issue : I found if you are in the horror phase and open an item to inspect it. When you finish that event it ends the phase
  Fix :
  A new test has been added : if in horror phase and monster > 0, then do not end the round.
  In that case you will need to press next phase button to end the round (as you should).

  Please note I also have enabled the use of all elements during horror phase except for tokens, otherwise UI element can block the screen : they will be displayed, but you won't be able to remove them.
  I checked this, and this is the behavior of the official game app : you can use items during that phase.

* Fix  NPBruce#892 Monster breaks investigator phase
Double check the validity of monster events before sending the event. By checking this, we can now directly go to horror phase and not get stuck in monster phase.
Fix tested with normal monsters, custom monsters, custominvalid monsters and combination of the three

*  NPBruce#218 Log is inaccessible during Mythos Phase
Access to logs is now authorized

* FIX / EVO NPBruce#842 NPBruce#809 New load / save system bugfix and rework
- Make sure we don't get stuck in monster phase (this should never happen)
- Quest is now saved in save files only when required
- Quest is now saved in a separate thread to avoid long end of turn (new class ZipManager)
- Improve pre-loading of savegame list, create a preload directory in Temp directory for this
- secure path construction for quest within quest
- remove useless information in savefile and quest structure
- Do not try to extract when loading a scenario not packaged
- Remove old code
- fix missing new line in savegame for duration
- Fix issue where quest list screen would not appear when no quests have ever been downloaded
- Fix loading twice quest data
- fix issue with android extraction in subfolder
- clean code, remove logs, add interesting logs

* Cleanup code

* Small fix on French translation

* Cleanup on Path creation
@redwolf2 redwolf2 added this to the 2.1 milestone Oct 5, 2018
BenRQ added a commit that referenced this issue Oct 7, 2018
* #852 [MoM] Additional improvement on French translations

- Add some é à, even on upper case words
- Make good use of the dynamic button size of #859
- Reduce some texts to avoid overlap
- Small fix on mythos phase name
- Improve French translation for puzzle actions
- Slightly rework image puzzle to avoid overlap (in all languages) and add a bit more room for 'skill'
BenRQ added a commit that referenced this issue Oct 7, 2018
*  #859 [MoM] Improve button bar look and placement

- replace '->' by a unicode arrow, and place it on the lower right corner
- make button size dynamic depending on text, and change button placements to free space the middle of the screen
- change the text style of 'phase name' and remove borders
- do not display the button bar until we have a tile displayed
- make sure button bar is displayed after loading save file
- Change the arrow, and tweak border to have a proper alignement.
This is because Unity does not properly align vertically this character.

* #430 Add transition sceen between phases

This is a proposal to fix #430.
This adds a new tag for this kind of screen called "transition".

Transition screen are at beginning of investigator phase and mythos phase and last for 3 seconds.

* #430 Add transition sceen between phases

-  dot NOT display transition screen while we are in Editor mode

* #859 overlap with monster list

- Fix the overlap with monster list
- improve the UP and DOWN arrow of the monster list
- move phase name to the middle

* #430 transition between screens

- add missing meta files
- move phase name position
- improve text color and add transparency

* #859 overlap with monster list  BenRQ committed

- clean debug code in monsterCanvas.cs
BenRQ added a commit that referenced this issue Oct 7, 2018
* #111 
- Fix issue with descent end screen not showing up: set a background image for end screen in Descent
- use originalPath in the stats: the quest name can change for quests with multiple scenarios so it's better to use the originalPath
- remove some logs
- scenario should not use default directory name
Only scenario with original names will get the rating screen at the end of the game, and can push stats. Current scenario using EditorScenario should be warned to change their scenario name.
-  only support packages

* #859 [MoM] Do not display button bar in the editor

* #893 Do not display autosave slot even when no saves exists yet

* #891 Fix Tokens being covered by object after save/load or undo

The type Dictionary<T1, T2> used to store the list of board items does not retain order.
The class OrderedDictionary does not exist unfortunately.
So add a 'sister' List of object name, and use this to write the savegame.

* Fix  #841:
Issue : I found if you are in the horror phase and open an item to inspect it. When you finish that event it ends the phase
  Fix :
  A new test has been added : if in horror phase and monster > 0, then do not end the round.
  In that case you will need to press next phase button to end the round (as you should).

  Please note I also have enabled the use of all elements during horror phase except for tokens, otherwise UI element can block the screen : they will be displayed, but you won't be able to remove them.
  I checked this, and this is the behavior of the official game app : you can use items during that phase.

* Fix  #892 Monster breaks investigator phase
Double check the validity of monster events before sending the event. By checking this, we can now directly go to horror phase and not get stuck in monster phase.
Fix tested with normal monsters, custom monsters, custominvalid monsters and combination of the three

*  #218 Log is inaccessible during Mythos Phase
Access to logs is now authorized

* FIX / EVO #842 #809 New load / save system bugfix and rework
- Make sure we don't get stuck in monster phase (this should never happen)
- Quest is now saved in save files only when required
- Quest is now saved in a separate thread to avoid long end of turn (new class ZipManager)
- Improve pre-loading of savegame list, create a preload directory in Temp directory for this
- secure path construction for quest within quest
- remove useless information in savefile and quest structure
- Do not try to extract when loading a scenario not packaged
- Remove old code
- fix missing new line in savegame for duration
- Fix issue where quest list screen would not appear when no quests have ever been downloaded
- Fix loading twice quest data
- fix issue with android extraction in subfolder
- clean code, remove logs, add interesting logs

* Cleanup code

* Small fix on French translation

* Cleanup on Path creation
@redwolf2 redwolf2 closed this as completed Oct 8, 2018
BenRQ added a commit that referenced this issue Oct 12, 2018
* #852 [MoM] Additional improvement on French translations

- Add some é à, even on upper case words
- Make good use of the dynamic button size of #859
- Reduce some texts to avoid overlap
- Small fix on mythos phase name
- Improve French translation for puzzle actions
- Slightly rework image puzzle to avoid overlap (in all languages) and add a bit more room for 'skill'
BenRQ added a commit that referenced this issue Oct 12, 2018
*  #859 [MoM] Improve button bar look and placement

- replace '->' by a unicode arrow, and place it on the lower right corner
- make button size dynamic depending on text, and change button placements to free space the middle of the screen
- change the text style of 'phase name' and remove borders
- do not display the button bar until we have a tile displayed
- make sure button bar is displayed after loading save file
- Change the arrow, and tweak border to have a proper alignement.
This is because Unity does not properly align vertically this character.

* #430 Add transition sceen between phases

This is a proposal to fix #430.
This adds a new tag for this kind of screen called "transition".

Transition screen are at beginning of investigator phase and mythos phase and last for 3 seconds.

* #430 Add transition sceen between phases

-  dot NOT display transition screen while we are in Editor mode

* #859 overlap with monster list

- Fix the overlap with monster list
- improve the UP and DOWN arrow of the monster list
- move phase name to the middle

* #430 transition between screens

- add missing meta files
- move phase name position
- improve text color and add transparency

* #859 overlap with monster list  BenRQ committed

- clean debug code in monsterCanvas.cs
BenRQ added a commit that referenced this issue Oct 12, 2018
* #111 
- Fix issue with descent end screen not showing up: set a background image for end screen in Descent
- use originalPath in the stats: the quest name can change for quests with multiple scenarios so it's better to use the originalPath
- remove some logs
- scenario should not use default directory name
Only scenario with original names will get the rating screen at the end of the game, and can push stats. Current scenario using EditorScenario should be warned to change their scenario name.
-  only support packages

* #859 [MoM] Do not display button bar in the editor

* #893 Do not display autosave slot even when no saves exists yet

* #891 Fix Tokens being covered by object after save/load or undo

The type Dictionary<T1, T2> used to store the list of board items does not retain order.
The class OrderedDictionary does not exist unfortunately.
So add a 'sister' List of object name, and use this to write the savegame.

* Fix  #841:
Issue : I found if you are in the horror phase and open an item to inspect it. When you finish that event it ends the phase
  Fix :
  A new test has been added : if in horror phase and monster > 0, then do not end the round.
  In that case you will need to press next phase button to end the round (as you should).

  Please note I also have enabled the use of all elements during horror phase except for tokens, otherwise UI element can block the screen : they will be displayed, but you won't be able to remove them.
  I checked this, and this is the behavior of the official game app : you can use items during that phase.

* Fix  #892 Monster breaks investigator phase
Double check the validity of monster events before sending the event. By checking this, we can now directly go to horror phase and not get stuck in monster phase.
Fix tested with normal monsters, custom monsters, custominvalid monsters and combination of the three

*  #218 Log is inaccessible during Mythos Phase
Access to logs is now authorized

* FIX / EVO #842 #809 New load / save system bugfix and rework
- Make sure we don't get stuck in monster phase (this should never happen)
- Quest is now saved in save files only when required
- Quest is now saved in a separate thread to avoid long end of turn (new class ZipManager)
- Improve pre-loading of savegame list, create a preload directory in Temp directory for this
- secure path construction for quest within quest
- remove useless information in savefile and quest structure
- Do not try to extract when loading a scenario not packaged
- Remove old code
- fix missing new line in savegame for duration
- Fix issue where quest list screen would not appear when no quests have ever been downloaded
- Fix loading twice quest data
- fix issue with android extraction in subfolder
- clean code, remove logs, add interesting logs

* Cleanup code

* Small fix on French translation

* Cleanup on Path creation
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