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Campaign Overhead UI

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Lewin

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Post 23 Apr 2014, 04:28

Re: Campaign Overhead UI

I've put a hint on the campaigns screen to explain that you can click on missions to play previous ones. Hopefully if someone is looking for that feature they will read this, and we'll get less people asking how to do this :)
Image

What do you think? (is the explanation clear enough?)

Now, how to find an alternative to the scroll jumping...
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Ben

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Post 23 Apr 2014, 04:54

Re: Campaign Overhead UI

ow, such a simple solution. It definitely works for now. I'm not sure anything better is needed ;)

As for the scroll, I think I posted this earlier, but maybe there could be a button on it that looked similar to the windows form minimize button that would, well, minimize the scroll? Then you could take a look at the grandeur of the entire world map without that terrible mouseover movement.
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Lewin

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Post 23 Apr 2014, 05:11

Re: Campaign Overhead UI

Ben wrote:As for the scroll, I think I posted this earlier, but maybe there could be a button on it that looked similar to the windows form minimize button that would, well, minimize the scroll? Then you could take a look at the grandeur of the entire world map without that terrible mouseover movement.

Good idea. Let's remove the "jumping" so it works like in KaM (the scroll is fixed to the left or right, based on where the currently selected flag is). Then the scroll can have a minimize button (like the wax seal for closing messages in-game?) and it can be restored by clicking a button in the corner, which will look the same as the button to open the "player info" page in multiplayer games.

The only issue I can see is that to select a flag under the scroll (if you want to play a previous mission) you must minimize the scroll first (the scroll will automatically reappear when you select a flag though).

I'm also thinking of adding the mission number on each of the red flags (not the locked ones). In some campaigns (especially Vas') it's quite hard to tell which flag is for which mission without clicking on each one.
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Krom

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Post 23 Apr 2014, 05:54

Re: Campaign Overhead UI

Good ideas :)
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Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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Lewin

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Post 23 Apr 2014, 06:57

Re: Campaign Overhead UI

Minimizing the scroll works well :)
Image
Image

Numbers on the flags look ok to me, it covers them a bit but it makes it much easier to see which mission is which (and notice how locked maps don't have the numbers). What do you think?
Image
Image
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Tiank

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Post 23 Apr 2014, 07:13

Re: Campaign Overhead UI

So that's how the whole map of TSK looks like... Nice! :)

And the numbers inside of flags - they look nice as well! This solution will be very helpful for sure :).

Good job!
Without honour, victory is hollow.
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Krom

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Post 23 Apr 2014, 08:02

Re: Campaign Overhead UI

Nice examples! :)

Scroll minifcation looks quite inconsistent, but I'm not sure what else could we do with our limited choice of icons. Perhaps "mini scroll" icon would be better, cos it would be at least shape/color match.

Numbers on flags will look better if tinted a bit, cos atm they are too white. At best their font should match the Mission ## font, but then they would not fit on to a flag?
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Lewin

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Post 23 Apr 2014, 12:13

Re: Campaign Overhead UI

Good points Krom. I've changed the scroll icon and tinted the numbers slightly:
Image
We have to use the mini font because others are too big and overflow from the flag.
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Krom

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Post 23 Apr 2014, 12:31

Re: Campaign Overhead UI

I guess it can't be made any prettier with those buttons below :-/

The other nice solution that could work is to redesign whole screen a bit to be like so:
MMMT
MMMT
=====

M is map (width - 200px)
T is briefing text on a scroll
= are buttons area (and a place for a hint to select previous missions?)

But that would noticeably reduce the map area
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KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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Ben

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Post 24 Apr 2014, 03:32

Re: Campaign Overhead UI

Actually, you know it would be nice if we could change the color of the flag, too...but I suppose we'd need new animation for that (right now the flags are "hardcoded" red)

I just think that it's strange to be using red flags if, for example, the enemy is red. In the original game, it wasn't a problem because you were always red. But now...it's weird :P
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Lewin

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Post 24 Apr 2014, 04:01

Re: Campaign Overhead UI

The campaign author could be allowed to overwrite the flag images the same as they do for the map. I don't think it's high priority though.
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Ben

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Post 24 Apr 2014, 14:33

Re: Campaign Overhead UI

Alright, sounds fair enough ;)
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