Interface Alterations

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FireFrenzy
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Post by FireFrenzy »

I've implemented this idea, but have done so without deleting any former data. Hopefully this change is preferred. Nevertheless, the previous menu links have simply been commented, and the new file is separate from any others. Likewise, if this method is not preferred, it can be easily undone.

Feel free to post problems or complaints here!

All the best.
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maddog
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Post by maddog »

thats a great new production option as it gives the player the option on wether or not the ywant to risk any negative losses while producing other areas

personnaly i like it as it does make it fairly simple and less cluttered
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The Beatles
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Post by The Beatles »

Good news, interface alterations are sorely needed. By the way, would it be difficult for you to copy the stylesheet used by your game to ours as a theme (and thanks if you've already done so). Then later on we can vote for whether it could become the default (I certainly like it better for 95% of the display elements).
:wq
FireFrenzy
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Post by FireFrenzy »

I'm more than happy to do so!

I've integrated the template (it's currently the last option on the 'Color Scheme' selection) as best I can without modifying the html. As some of the current tables use the <th> tag within the table, you'll notice that my display pops up a bit too much (such as in 'Search' or 'News'). If you don't mind, I could add another <th> and <tr> class which, I believe, should rectify the problem.

I also added the 'Stop Turn' options to Scouting and Healing, touched-up the clan forums a tad, and re-aligned some of the 'Submit' buttons and their corresponding 'Condense Turns' option for good measure.
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The Beatles
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Post by The Beatles »

That's fine, of course. Also, if you can't get the themes to co-operate, any theme can also specify a different template folder than the default, and you can stick in a completely different set of HTML templates there (although that's less preferable, as most HTML changes then need to be made in both).
:wq
FireFrenzy
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Post by FireFrenzy »

Okie-doke, it should be looking just about right.
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Freenhult
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Post by Freenhult »

Suggestion: In Produce, perhaps there should be a way to set it to a specific thing. Mainly, I'm never going to need to produce cash as a farmer, or runes really. And its easy to forget that you need to change it every time you do it. *Shrug*
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波悉く我が盾となれ雷悉く我が刃となれ,双魚の理 !

Every wave be my shield, every lightning become my blade!
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The Beatles
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Post by The Beatles »

Remember the last setting, perhaps?
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Freenhult
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Post by Freenhult »

Perhaps. Something slightly more convenient then blowing 70 turns cashing without markets. :/
Nami kotogotoku, waga tate to nare. Ikazuchi kotogotoku, waga yaiba to nare. Sōgyo no Kotowari!

波悉く我が盾となれ雷悉く我が刃となれ,双魚の理 !

Every wave be my shield, every lightning become my blade!
FireFrenzy
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Post by FireFrenzy »

Oh, I see, I see.

Two options I can think of off-hand: have it remember somehow, as Beatles suggested, probably by adding a database entry, or have the first option blank. I did the quick fix and made the first option blank; if others don't like that, I could add an entry to the database for it, I'd think.

Or, obviously, if it's more problematic than helpful, scrap it altogether. Whatever is most user-friendly.
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The Beatles
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Post by The Beatles »

Buttons are one-click only, although of course yours is cleaner. And a drop-down can be nearly one-click if it autosubmits, but that can be annoying for users. We might also experiment with links rather than buttons, but that goes against a lot of common designs (POST for things that change the server, GET for those that don't).
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Freenhult
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Post by Freenhult »

The current thing we have now is good, with the blank space.
Nami kotogotoku, waga tate to nare. Ikazuchi kotogotoku, waga yaiba to nare. Sōgyo no Kotowari!

波悉く我が盾となれ雷悉く我が刃となれ,双魚の理 !

Every wave be my shield, every lightning become my blade!
FireFrenzy
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Post by FireFrenzy »

The current thing we have now is good, with the blank space.
Good to hear! Post if any other change gives annoyance!
Buttons are one-click only, although of course yours is cleaner. And a drop-down can be nearly one-click if it autosubmits, but that can be annoying for users. We might also experiment with links rather than buttons, but that goes against a lot of common designs (POST for things that change the server, GET for those that don't).
Some particularly interesting thoughts that definitely never occurred to me. I might try to experiment with some of the thoughts on my game and see if anything fits.
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Post by Slasher »

FireFrenzy wrote: I (personally) agree, and that was what I initially tried. The only objection I have to that is that one has to scroll, and I've been trying to minimize scrolling, as the navigation menu doesn't scroll down with the screen. But if I can't find a better way, I'll likely be going that route. And perhaps scrolling could be eliminated if they were placed in two rows of two -- I haven't fiddled around with it too much -- though I'm not sure how that'd affect the aesthetics.

As for the double sidebar, that is what I use. Here's a photo side-by-side: If people prefer it over the long menu, it's an easy implementation, along with most anything else I've done -- and I'd be happy to do any of them:

[img]http://img441.imageshack.us/img441/4671/sbslp3.th.jpg[/img]

EDIT: Made it a thumb for obvious reasons.
I have read through this topic and I must say I do like most of your ideas like the one I quoted. However the only idea I don't like is the dropdown box on a "spend turns" page. Why not have something like the old digg comment system used to have when you digg down a comment for collapsible menus (I don't remmeber if you already used AJAX or not?) to collapse certian things on the sidebars and have one dedicated to just spending turns and the usual catogries but they can each be individually collapsed.

Maybe, it it's not too complicated, you could do something with each section of the menu so people can drag them to where they would prefer them, a bit like dragging the sections around on www.pageflakes.com?
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Freenhult
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Post by Freenhult »

Whats the criteria that the game uses to decide the bonuses? Because in WoA, I can't understand why Arthus has the "Most Defenses" award. He doesn't...

Arty: Offensive Actions: 517 (96%)
Defensive Actions: 328 (18%)

Me: Offensive Actions: 610 (90%)
Defensive Actions: 546 (9%)

Is it taking the %?
Nami kotogotoku, waga tate to nare. Ikazuchi kotogotoku, waga yaiba to nare. Sōgyo no Kotowari!

波悉く我が盾となれ雷悉く我が刃となれ,双魚の理 !

Every wave be my shield, every lightning become my blade!
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