N̷̛̛̜̘͉̼̱͓̗͚͓͒͊͌̀͊͗͘o͔͈̹̭̹̍̄̅̾̋́ͅSigma1 wrote:Did anyone else notice biter mating behavior on the whiteboard?
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Don't forget ü and ß.Sigma1 wrote:Also, make sure the UI supports UTF-8 for some special characters like ö, ä and å
N̷̛̛̜̘͉̼̱͓̗͚͓͒͊͌̀͊͗͘o͔͈̹̭̹̍̄̅̾̋́ͅSigma1 wrote:Did anyone else notice biter mating behavior on the whiteboard?
Don't forget ü and ß.Sigma1 wrote:Also, make sure the UI supports UTF-8 for some special characters like ö, ä and å
I don't think Ssilk will let them forget ß.Nexarius wrote:Don't forget ü and ß.
I think I spotted a bug, better catch it early before it affects the quality:Nexarius wrote:
A switch is explicitly an either/or option. Checkboxes can be grouped together. Switches probably could as well but checkboxes tends to work better when using them in that way.Gergely wrote:By the way, what is the difference between a checkbox and a switch? When should I use a check box instead of a switch?
Factorio is Frog Fractions now.Sigma1 wrote:Did anyone else notice biter mating behavior on the whiteboard?
@Avezo there is a better way to implement equivalent functionality, that has also been suggested several times. Just change the auto-trash semantics so that it trashes at the autotrash amount above your logistic request amount. That way if you increase the request amount the autotrash is also automatically increased. That removes the need for the double text boxes that the double slider would require. (Well not really removes, but one is on the logistics request tab, and the other is on the trash tab).Avezo wrote:Those sliders makes me afraid you aren't going to do double-variable-slider in the end? Ones I suggested using for autorequests and autotrashing like below:double-slider
Switch is the kind of checkbox and technically equals to it.Gergely wrote:By the way, what is the difference between a checkbox and a switch? When should I use a check box instead of a switch?
Gergely wrote:By the way, what is the difference between a checkbox and a switch? When should I use a check box instead of a switch?
I think it still would be better implemented with double-slider, it actually 'stores' have 3 values: Request, Trash, and amount between them. Middle amount is basically the same threshold for autotrash you are talking about.Zavian wrote:@Avezo there is a better way to implement equivalent functionality, that has also been suggested several times. Just change the auto-trash semantics so that it trashes at the autotrash amount above your logistic request amount. That way if you increase the request amount the autotrash is also automatically increased. That removes the need for the double text boxes that the double slider would require. (Well not really removes, but one is on the logistics request tab, and the other is on the trash tab).Avezo wrote:Those sliders makes me afraid you aren't going to do double-variable-slider in the end? Ones I suggested using for autorequests and autotrashing like below:double-slider
This is a feature that I also want to have in the game. If we have time we will have it. (No. Maybe?)tk0421 wrote:will it be layout customizable too? ive always wanted to move the toolbelt to the left or right side of the screen.
That's exactly what I have in mind. Going to options and check the colourblind mode. But I can't say much about it, cause still very early for us to speak about it.DrNick wrote:I came on to mention the disabled Confirm button is brighter than normal, while the Back and Cancel buttons are darker when disabled. It might be a good idea to darken the Confirm button when it's disabled to make the style more uniform.
The colorblindness problem is definitely a big one. Maybe adding a colourblind mode with different button colours would solve this.
THANKS FOR YOUR OPINION!!!!!muzzy wrote:JESUS CHRIST CANT YOU FIX THOSE BEVEL/SHADOW/GLOW/ETC GRADIENT RAMPS INTO SOMETHING MORE REASONABLE FFS?!
YOU'RE MAKING THE UI EVEN WORSE THAN IT WAS!!!
Seriously. Like super seriously. SUPER SUPER SERIOUSLY. You're making everything look blurred and out of focus. The panel borders are a DISGRACE. The inner shadows are ATROCIOUS, and even more so when you're "softening" things with a weak dark outer glow (which has a slight red tint for some goddamn reason to top it, too). Let me tell you, that softening looks like shit. Those round buttons are somehow EVEN WORSE. The scrollbar bump pattern looks like a mushy mess. The slider button pattern just MIGHT look okay if it was only insets, but it isn't. There's some stupid bumps in the middle of them, with their shadows are hugging the bottom of the widget's face, making it looks like complete nonsense. The checkboxes are probably the worst of them all.
I understand you're more concerned about the color scheme, typography, layouting and such things ... but I haven't been able to play this game ever since you started your UI revamp because the fucking gradients in the toolbar/inventory grid are messing with my head, and now you're showing off things like THIS. *cry*
I'd very much prefer a completely flat UI instead of this monstrosity.
Interesting, in Android the only suggested difference seems to be that checkboxes are for sets of things, and switches for single elements I think?f1sh wrote:Switch is the kind of checkbox and technically equals to it.Gergely wrote:By the way, what is the difference between a checkbox and a switch? When should I use a check box instead of a switch?
Nevertheless, in a user experience design, there is a a little difference between switch and checkbox. Checkbox is a light-weight; usually we do not expect any action when it changes state; or it completely do nothing until user pressed saving button below.
Switch is heavy. After switching it on, a busy process of connecting, synchronizing starts immediately.