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Improve placement and look of button bar #859
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Hi @NPBruce, do not hesitate to tell me if you are not fine with this kind of design changes. |
- 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
- 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
One file was missing on previous commit
This is quite cool, did you code this in Unity or mock it up with an editing tool? |
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 |
…t 2" This reverts commit 67cb91c.
This reverts commit 01732a3.
This reverts commit 01732a3.
…t 2" This reverts commit 67cb91c.
I like it. Maybe use an arrow that is not so thick, like ➔ or → or use the hollow verison ⇨ |
Fix crash when loading save, related to stageUI not yet available
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. |
- 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
- 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
- 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
Pull request #867 |
Change the arrow, and tweak border to have a proper alignement. This is because Unity does not properly align vertically this character.
Looks clean, I like it |
Thanks @scrubbless, it is all available now in my pull request. Waiting for code review, comments if there are any :) |
- fix missing file in commit for NPBruce#430 - fix regression for NPBruce#859 and button bar in editor
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. Feel free to propose a better placement for this text. |
- Fix the overlap with monster list - improve the UP and DOWN arrow of the monster list - move phase name to the middle
- clean debug code in monsterCanvas.cs
* 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#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'
* 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
Beta test version available with implementation of this issue: |
Reopen, because it is fixed in Brynhildr, but not in Valkyrie. I created the label "Brynhildr" to track, what is covered by it. |
* 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
* #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'
* #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
* #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
* #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'
* #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
* #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
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 :
My proposals :
I have done a first implementation.
Please have a look !
Feel free to suggest some changes, improvements.
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