Game Development: Setting Icons

Announcements about major changes in Haven & Hearth.

Re: Game Development: Setting Icons

Postby Gensokyo » Sun Oct 18, 2020 11:09 pm

loftar wrote:
Gensokyo wrote:Why are kritter icons oddly resized and stretched to what seems to be about 1.5x scale?

Not sure what you're talking about. I don't see this anywhere. Please elaborate.

Pre-"Settings Icons" sizes:
Image
After "Setting Icons":
Image
Gensokyo
 
Posts: 285
Joined: Sun Aug 30, 2015 10:32 am

Re: Game Development: Setting Icons

Postby shubla » Sun Oct 18, 2020 11:10 pm

jordancoles wrote:
jorb wrote:[*] The list as such, though not your particular settings, are kept server side, and you keep it if you clear your java cache or start playing on another computer, or whatever.
[*] The list is kept per account, rather than character, so all characters on a specific account share their icon list, and it should persist over world resets and the like!

..why? At that point why not just have it unlocked for all accounts.

You would be spoiled of all new trees that you haven't yet found!
Image
I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
http://i.imgur.com/CRrirds.png?1
Join the moderated unofficial discord for the game! https://discord.gg/2TAbGj2
Purus Pasta, The Best Client
User avatar
shubla
 
Posts: 13041
Joined: Sun Nov 03, 2013 11:26 am
Location: Finland

Re: Game Development: Setting Icons

Postby loftar » Sun Oct 18, 2020 11:11 pm

jordancoles wrote:..why? At that point why not just have it unlocked for all accounts.

The point is not really to lock it to certain accounts, but rather just that the list has to be associated with something in order to transfer it when a client connects that doesn't already have the list, such as when connecting from a new computer.

jordancoles wrote:>y wOULD u NEeD rESIZABLE MaP?
So that you can see what's ahead of you when travel8ng or running for your life. It helps you avoid dead end rivers, mountains and ridges

We've already been discussing how it's supposed to differ from the normal map window, so I think you could frame it in that context if you have something to add.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
User avatar
loftar
 
Posts: 9056
Joined: Fri Apr 03, 2009 7:05 am

Re: Game Development: Setting Icons

Postby Zentetsuken » Sun Oct 18, 2020 11:14 pm

Please do not forget that you told me to change my UI scaling if I want a bigger minimap. I showed you why the UI scaling is bad.

You then acted as though it is silly of me to have all of my UI open when it is scaled, as though you think people actually play the game with any of the UI minimized.
Worrying, to say the least.

loftar wrote:
Zentetsuken wrote:I don't know man, I think I was being pretty clear.

If what you want to point out is that you want to be able to resize the chat UI in the width dimension, and have it snap to the left of the screen when the minimap is hidden, you could have said that instead of talking about how huge everything is.


But I didn't say that is what I want, that is not what anybody wants.

My minimap is not hidden. It can move. You see it in the top right of my screen, right?
      Image
      Image
JOIN THE OFFICIAL H&H DISCORD TODAY

♰ PROUD FORUM MODERATOR 02.01.2024 - 05.10.2024 ♰
User avatar
Zentetsuken
 
Posts: 2063
Joined: Sun Jun 20, 2010 4:07 pm
Location: Flavor Town

Re: Game Development: Setting Icons

Postby loftar » Sun Oct 18, 2020 11:17 pm

Zentetsuken wrote:Please do not forget that you told me to change my UI scaling if I want a bigger minimap. I showed you why the UI scaling is bad.

Oh come on, you mean to bring back the back-and-forth meming if we're trying to actually discuss something now?

Zentetsuken wrote:But I didn't say that is what I want, that is not what anybody wants.

It sure seems to be part of what you wanted to say, why else would you have mentioned how the chat UI takes up so much less space?

Zentetsuken wrote:My minimap is not hidden. It can move. You see it in the top right of my screen, right?

Well, duh, but we've already had meaningful discussion about that in this thread, haven't we? That is, if I may add, outside the posts made by you.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
User avatar
loftar
 
Posts: 9056
Joined: Fri Apr 03, 2009 7:05 am

Re: Game Development: Setting Icons

Postby Zentetsuken » Sun Oct 18, 2020 11:26 pm

loftar wrote:but we've already had meaningful discussion about that in this thread


Unless you are talking about the reply you made to like 2 people where you simply said you don't understand why anybody could possibly want more control over their minimap, I definitely must have missed that discussion

I assume it happened somewhere in the first 2 pages before I started giving a bunch of reasons why people might want to have some control over their minimap


my bad
      Image
      Image
JOIN THE OFFICIAL H&H DISCORD TODAY

♰ PROUD FORUM MODERATOR 02.01.2024 - 05.10.2024 ♰
User avatar
Zentetsuken
 
Posts: 2063
Joined: Sun Jun 20, 2010 4:07 pm
Location: Flavor Town

Re: Game Development: Setting Icons

Postby loftar » Sun Oct 18, 2020 11:27 pm

Zentetsuken wrote:Unless you are talking about the reply you made to like 2 people where you simply said you don't understand why anybody could possibly want more control over their minimap, I definitely must have missed that discussion

Indeed it seems you missed that discussion, then.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
User avatar
loftar
 
Posts: 9056
Joined: Fri Apr 03, 2009 7:05 am

Re: Game Development: Setting Icons

Postby ElSid » Sun Oct 18, 2020 11:29 pm

When we can expect new client code pushed to github? This is how client interface looks like with recent github code:

Image


It would be nice to have it before the release so custom client developers can be prepeared.

From my experience what is really useful is to have icons and ridges in the map window exaclty like in minimap so you can click on them. That I did for my custom client version:

Image
ElSid
 
Posts: 29
Joined: Sun Jul 26, 2015 9:45 am

Re: Game Development: Setting Icons

Postby Kuddie » Sun Oct 18, 2020 11:30 pm

New client is definitely improving my experience in the game.

Another very important feature for the UI that will help with the sandbox experience would be a toggleable option that enables lines around objects that represent their collision.
This would allow for precision building and more beautiful builds.

Really I would say the visuals of the UI needs an overhaul, but how to make them look better I couldn't tell you because thats more of a personal opinion. Im sure you made it like it is, because thats how you like it.
A fix for this could be implementing a settings menu that allows the players to customize things like colors, text sizes and fonts, size of specific ui elements, ability to move everything.
Im not sure how viable this route is for you, but please consider it.

This would eliminate my need for a custom client that does some of these things, and instead play with the default client with pleasure.
Kuddie
 
Posts: 63
Joined: Tue May 22, 2012 2:24 pm

Re: Game Development: Setting Icons

Postby jordancoles » Sun Oct 18, 2020 11:31 pm

loftar wrote:
jordancoles wrote:>y wOULD u NEeD rESIZABLE MaP?
So that you can see what's ahead of you when travel8ng or running for your life. It helps you avoid dead end rivers, mountains and ridges

We've already been discussing how it's supposed to differ from the normal map window, so I think you could frame it in that context if you have something to add.

I'm not sure what you mean. The normal map window? By that do you mean the bigger ingame map with custom markers? Are you expecting people to have both open at all times? One to see where they're going before they get there, and the other to forage?

Seems a little bloated and annoying

To add these things, would you ever, or have you ever, loaded up ardennes's or Amber client to see how it works in practice? Literally rip their features out 1:1 and dont ask any questions and these qol features would land on the first shot every time
Last edited by jordancoles on Sun Oct 18, 2020 11:37 pm, edited 2 times in total.
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

Check out my pro-tips thread
Image Image Image
User avatar
jordancoles
 
Posts: 14080
Joined: Sun May 29, 2011 6:50 pm
Location: British Columbia, Canada

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Claude [Bot], Python-Requests [Bot] and 43 guests