Status Bar improved GUI
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- Eleazar
- Retired Terrain Art Director
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Status Bar improved GUI
I was messing with the status bars too see if i could create something better. I managed to unleash this very cool and much clearer method of displaying HP & XP
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Re: Status Bar improved GUI
Eleazar wrote:I was messing with the status bars too see if i could create something better. I managed to unleash this very cool and much clearer method of displaying HP & XP
"you can already do that with WML"
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http://www.wesnoth.org/forum/viewtopic. ... 760#131760
http://www.wesnoth.org/forum/viewtopic. ... 1358#11358
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- Eleazar
- Retired Terrain Art Director
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- Joined: July 16th, 2004, 1:47 am
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Seriously now...
Here's my proposal for getting the status bars out of the way, and hopefully also making them more useful.
As i've been warned to do, the new bars fit prefectly within the unit's hex.
The main negative is that the "Movement Bulb" had to shrink quite a bit, but i think it's still sufficiently useable. I've the idea that the Allied "bulb" should be more obviously different, but i don't have anything to show you yet.
• My color bars are 3 instead of 2 pixels wide.
• Maximum hight for a bar is 42 instead of 48 pixels.
• The whole assembly is moved 12 pixels to the left.
I'm also proposing that the color of the bar changes more often, because i think we can convey a little more information without requiring the normal user any more to think any harder.
HP Colors:
The brightest green should only be used when a unit is at 100% HP
The other 4 colors apear at 25% increments.
XP Colors:
The XP bar should be different colors (as shown) if XP is adding up to AMLA or not. AMLA advancement is a duller to indicate it's less important.
The brightest color appears when the unit is within 8 XP of advancement. (or 8*Level as it less-intuitively is now) I suppose the switch between the two darker colors should occur at half of what's left over.
Here's my proposal for getting the status bars out of the way, and hopefully also making them more useful.
As i've been warned to do, the new bars fit prefectly within the unit's hex.
The main negative is that the "Movement Bulb" had to shrink quite a bit, but i think it's still sufficiently useable. I've the idea that the Allied "bulb" should be more obviously different, but i don't have anything to show you yet.
• My color bars are 3 instead of 2 pixels wide.
• Maximum hight for a bar is 42 instead of 48 pixels.
• The whole assembly is moved 12 pixels to the left.
I'm also proposing that the color of the bar changes more often, because i think we can convey a little more information without requiring the normal user any more to think any harder.
HP Colors:
The brightest green should only be used when a unit is at 100% HP
The other 4 colors apear at 25% increments.
XP Colors:
The XP bar should be different colors (as shown) if XP is adding up to AMLA or not. AMLA advancement is a duller to indicate it's less important.
The brightest color appears when the unit is within 8 XP of advancement. (or 8*Level as it less-intuitively is now) I suppose the switch between the two darker colors should occur at half of what's left over.
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Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
-> What i might be working on
Attempting Lucidity
Gah, I love everything but this:
That's just a peeve though. Your idea for a DIFFERENT COLOR when you will AMLA instead of promote is much needed and the 100% color green is also a very good idea. This looks promising!
Keep up the good work!!
In SP you don't fight level 1s so often that you need to know when you're 8xp away from level: by the time the bar turns white you will have already likely advanced. It's far better to know when a kill of someone of a comparable level will level you so you know when you are close to leveling and can plan accordingly. It's basically saying "you can level up really soon." I think the 8xp change is less intuitive as you must be far closer to leveling percentage-wise to turn white every higher level.Eleazar wrote:The brightest color appears when the unit is within 8 XP of advancement. (or 8*Level as it less-intuitively is now)
That's just a peeve though. Your idea for a DIFFERENT COLOR when you will AMLA instead of promote is much needed and the 100% color green is also a very good idea. This looks promising!
Keep up the good work!!
Last edited by JW on November 30th, 2005, 1:18 am, edited 1 time in total.
I like it.
Of course, I'd like it if the health and XP bars could be shrunk by a pixel or two, because IMHO making them wider conveys no new info and crowds the unit graphics.
Of course, I'd like it if the health and XP bars could be shrunk by a pixel or two, because IMHO making them wider conveys no new info and crowds the unit graphics.
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That's great!
Would it be possible to have distinctly different shades for the XP bar when the unit is 8, 16 and 24 XP away from advancing? I would find this extremely useful - I still make mistakes trying to figure out which unit to kill that orcish warlord leader with to minimize wasted experience while maximizing advancement .
for example: dark blue -> more than 24xp required; medium blue -> 24xp or less; light blue -> 16xp or less; white -> 8xp or less.
I assume this would be just as useful in multiplayer...
I really like the different colour for AMLA XP .
Would it be possible to have distinctly different shades for the XP bar when the unit is 8, 16 and 24 XP away from advancing? I would find this extremely useful - I still make mistakes trying to figure out which unit to kill that orcish warlord leader with to minimize wasted experience while maximizing advancement .
for example: dark blue -> more than 24xp required; medium blue -> 24xp or less; light blue -> 16xp or less; white -> 8xp or less.
I assume this would be just as useful in multiplayer...
I really like the different colour for AMLA XP .
- Eleazar
- Retired Terrain Art Director
- Posts: 2481
- Joined: July 16th, 2004, 1:47 am
- Location: US Midwest
- Contact:
Excellent! That's the way to make everyone happy.yobbo wrote:Would it be possible to have distinctly different shades for the XP bar when the unit is 8, 16 and 24 XP away from advancing?
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
-> What i might be working on
Attempting Lucidity
If you try this you're dumb. If you manage it, you're brilliant.Eleazar wrote:Excellent! That's the way to make everyone happy.
I'm not keen on the shrunk bulb, but if it's necessary, then it'll do.
Hope springs eternal.
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