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Posted by: SnopyDogy
« on: December 30, 2013, 12:04:22 AM »

the easiest way to give them race colours would be to tint them in the shader. in that case then all we really need are the white versions of the icon so we can colour them.
Posted by: ollobrains
« on: December 26, 2013, 07:39:25 PM »

How are these for basic ship icons, as a general style?  Making them with three for each ship type, currently in one color but can do whatever people think works.  Haven't touched any warship icons yet, because it seems I can't manage to draw a decent diamond, but working on it.

Cargo ships, large and small:
Colonist ships, large and small:

Will they be somehow given race colors, or is multiple colors of each icon needed?

i think multiple colors might be a good way forward for each icon
Posted by: Nathan_
« on: July 13, 2013, 08:41:26 PM »

Quote
Would it be faster to generate each visual frame from scratch internally every time and then do a single graphics update to replace the old frame with the new one?
Again, my problem is that I do not understand how to do this. Just changing the PrimaryPrimitive's location does nothing. Changing it, recalculating the matrix, refreshing, and rerendering the primitive also do nothing.
Posted by: Nathan_
« on: July 08, 2013, 11:54:20 AM »

Graphics programs generally do that the way you suggest, with a screen refresh call pushing the display buffer to the screen. you can see so and so object.refresh() calls throughout the code that is there. But the particular way I am doing it, using map markers, and deleting/recreating them is far far from optimal. Map markers shouldn't be used for this, thats just a stand in that I can draw right now.
Posted by: sublight
« on: July 08, 2013, 07:34:11 AM »

Would it be faster to generate each visual frame from scratch internally every time and then do a single graphics update to replace the old frame with the new one?

I'm not sure how things work with OpenGL, but in console applications every command to display new text takes one screen refresh cycle, or about 17ms per print call. If, speculation, the same is true with every screen graphic update then destroying and creating 30 icons individually on 60Hz display would take 1 second for a complete update.
Posted by: Nathan_
« on: July 07, 2013, 02:51:12 PM »

On the subject of UI, I need a faster way to display ships then my current kludge of creating, then destroying markers. Just a circle would be fine, but I'm not entirely sure of how to update position on something on the screen. Also Default_GLFONT2 seems a little hard to read(it is the only one with numbers currently, thats why WP numbers aren't being displayed if anyone is wondering, they are default_GLFONT not default_GLFONT2). I haven't uploaded this yet because it is again a giant kludge at the moment but here is what I've been working on:
Posted by: Nathan_
« on: May 30, 2013, 01:38:25 AM »

Graphics aren't my end but I'd imagine that we can take that image as is, and replace every blue pixel with whatever.
Posted by: Theeht
« on: May 29, 2013, 07:26:43 PM »

How are these for basic ship icons, as a general style?  Making them with three for each ship type, currently in one color but can do whatever people think works.  Haven't touched any warship icons yet, because it seems I can't manage to draw a decent diamond, but working on it.

Cargo ships, large and small:
Colonist ships, large and small:

Will they be somehow given race colors, or is multiple colors of each icon needed?
Posted by: Theeht
« on: May 27, 2013, 03:29:21 PM »

Made some move, zoom, and center map buttons; not showing them in order because the images become separated by random amounts when put next to each other, but the idea is that the zoom-in button goes at the bottom left, and the zoom-out button at the top right.
Posted by: Nathan_
« on: May 25, 2013, 11:19:23 PM »

That could be a matter of preference, it should be easy enough to do either way though. I'd assume that the icons would always face the same direction for readability's sake.
Posted by: Theeht
« on: May 24, 2013, 10:55:47 AM »

How's this for an economy button: ? It is supposed to represent a hammer and a coin; not sure why I put in that other line but it looks better with it.
Nevermind, I just realised how bad that looks on a light background.  Working on it.

I have just finished finals, so now I should be able to work more on these.

Will the ship icons rotate with facing, or always point the same way?
Posted by: ZimRathbone
« on: May 08, 2013, 09:04:53 PM »

I like the Design, Ships and Galaxy icons.  The Economy icon seems less intuitive to me (the Moneybag $ in Aurora is much easier to understand - perhaps a pile of coins?), and it and the two System icons are a bit too similar for my aging eyes to differentiate easily, mainly as the predominant colour is light green
Posted by: Theeht
« on: May 07, 2013, 09:02:33 PM »

New versions of the old ones, with black corners to look better on the light background, and some new ones:
  Design Tab
  Ships Tab
  Economy Tab
  System Map
  System Info
  Galaxy Map

Will the ship map icons be rotated by facing?
Posted by: Theeht
« on: May 07, 2013, 02:14:16 PM »

Economy Screen
System Map
Galaxy Map

How are these? 24x24 images, meant for the tabs - I couldn't make 16x16 clear about what it was.
Posted by: Theeht
« on: May 03, 2013, 05:53:26 AM »

I can't get that experiment to load, but from the screenshots it does look like a pretty neat UI.  The only downsides I see (besides the extra time/work  taken) would be that any kind of smooth zoom would need something probably complicated to let it zoom over the space between one system and the next without skipping through the multi-system and normal system views too fast, and that it would be hard to gracefully put in windows as complex and text-based as there are now.  I could do the icons for it, if that is what we will be using, but making distinguishable ones for the tabs and such that would not clash with the rest of it will probably end up in more abstract icons that are less obvious to new players (due to limits in contrast and number of colors).