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WarLight in Unity Alpha now available: 7/19/2017 17:03:04


kevin#1 
Level 61
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yes fizzer, big and small maps both, not sure how your autozooming works as when i manually zoom out during the watch, it sometimes doesnt zoom back in for me
manually defining regions is one option, a more tedious one, but isnt there some kind of distance value taken into account when it decides how much to zoom out (like an airlift across the map vs local transfer)? a formula with these values can determine whether the starting territories of moves are close enough to be shown simultaneously
WarLight in Unity Alpha now available: 7/20/2017 22:24:52


Metaltubbie 
Level 61
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GameID: 13727262
First turn: i can't commit







Windows 7 (64-bit), Firefox 54.0.1

(and actual Internet Explorer does not support Unity WebGL content - game is not loading there)
WarLight in Unity Alpha now available: 7/21/2017 05:34:40

Fizzer 
Level 64

Warzone Creator
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A new version is out! This update is mostly bugfixes as well as making the app work for newbies. Here's what's changed:

3.19.19 2017-07-20:
- Standalone: Added plus and minus buttons to the lower right corner of the map so that computers without scroll wheels can zoom more easily.
- Socket connectivity status is now shown after clicking the head icon in the upper right.
- Worked on making the app work correctly while signed out. This isn't important now since the app is member-only, but it is necessary to do before launch. If you want to simulate what a newbie would experience when this app is officially released, first sign into a member account and press the "Newbie" button in the debug menu (Ctrl+Shift+E). Restart the app after you're done testing the newbie experience.
- Disabled map caching since it's too slow. Thanks to Muli for reporting this.
- Adjusted the UI on the statistics -> graphs tab to make it more usable on small phones.
- Fixed a bug that made the initial game's zoom cause army numbers to move to the wrong locations sometimes. Thanks to Gisselbrecht for reporting this.
- iOS: Fixed a bug that caused errors if in-app purchases were attempted through TestFlight. Thanks to Muli for reporting this.
- WebGL: Fixed a bug that caused error messages. Thanks to wakanari for reporting this.
- Android: Disabled the screen timeout while watching a turn play out.
- Android: Fixed a bug that could cause errors when loading games from push notifications.
WarLight in Unity Alpha now available: 7/21/2017 06:34:05


dabo1
Level 57
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If you get the mod container timed out error, recommit, after some tries, it will work.(both mods have no infinite loop(I think), if one would, it would be impossible to commit)

Edited 7/21/2017 12:36:05
WarLight in Unity Alpha now available: 7/21/2017 08:42:48


Metaltubbie 
Level 61
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Well, dabo1, i tried now over 20 times in a row; always the same error.
I think this is enough for trying ;-)
WarLight in Unity Alpha now available: 7/21/2017 12:45:55


dabo1
Level 57
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I took a look on all loops, but there seems to be no bug in the advanced Diplo mod. I am playing a little in singleplayer to see if I can find a bug, that could explain it, but as far as i can say, there seems to be no bug, maybe the warlight server have problems with their performance at the moment.

Little suggestion for games with mods: Don't activate auto boot

Edit: It wasn't the advanced diplo mod. It was the neutral moves mod(map too big--> now limited to max. 500 territories)

Edited 7/21/2017 13:55:53
WarLight in Unity Alpha now available: 7/21/2017 17:08:00


dabo1
Level 57
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Could you please add these graphic UI features for mods:
-let them change the disabled color of input fields
-let them change intractable for buttons, input fields and toggles

And could you add these new type of UI element: Drop down(Unity offers this as build in(think since 5.5 or so)(they look better than prompfromlist, with just a little number of options)

Could you also please add this option for mods:
-let them set an character limit for input fields

The request is now also on uservoice

Edited 7/21/2017 17:24:32
WarLight in Unity Alpha now available: 7/24/2017 16:53:31

Fizzer 
Level 64

Warzone Creator
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-let them change intractable for buttons, input fields and toggles

Yes, I will add that in the next update.

And could you add these new type of UI element: Drop down

I've experimented with drop-downs in the game UI and what I've found is that they're really hard to make work well on small screen sizes. The problem is that the Unity drop down doesn't wrap text, so the longest option in the drop down needs to be shorter than the width of the screen or everything gets messed up. Also if the drop down ends up being near the middle or bottom half of the screen, the options end up dropping off the bottom and it causes lots of issues.

In general, it's VERY hard to get a drop down working on all screen sizes, unless all options are very short. It requires a lot of testing and I don't want to add an option for mod developers that isn't going to work very well. If all options are very short, it's usually easier to use radio buttons.

If the options are longer, a better option is to use a button that prompts up a list of options when clicked.

Could you also please add this option for mods:
-let them set an character limit for input fields

Sure, I'll add a character limit for the text input field.
WarLight in Unity Alpha now available: 7/24/2017 17:04:49


ıʇnpp∀ ǝɥʇ ןǝssıℲ
Level 19
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Fizzer, do you think you'll get more revenue by using Unity instead? And do you think there's an alternative to Unity if the outcome won't be what you had expected?
WarLight in Unity Alpha now available: 7/24/2017 19:29:40


dabo1
Level 57
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I've experimented with drop-downs in the game UI and what I've found is that they're really hard to make work well on small screen sizes. The problem is that the Unity drop down doesn't wrap text, so the longest option in the drop down needs to be shorter than the width of the screen or everything gets messed up. Also if the drop down ends up being near the middle or bottom half of the screen, the options end up dropping off the bottom and it causes lots of issues.

In general, it's VERY hard to get a drop down working on all screen sizes, unless all options are very short. It requires a lot of testing and I don't want to add an option for mod developers that isn't going to work very well. If all options are very short, it's usually easier to use radio buttons.


Maybe a character limit for the options would be a solution or a way to get the screen size(would only work for one object in a raw)(not sure if already implemented), so that you can choose if you need to give a shorter option content.

Edit: Forgot that the screen is resizeable, so only a character limit, would be a good solution, or two different inputs(one with the min options and one with the max), if the max doesn't fit, the min option is selected

Edited 7/24/2017 19:35:38
WarLight in Unity Alpha now available: 7/25/2017 05:52:48

Fizzer 
Level 64

Warzone Creator
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A new version is out! Here's what's changed:

3.19.20 2017-07-24:
- Improved Unity offline play. If a built-in level is beaten without an internet connection, the next time the app is online it will sync that win to the server.
- Mod UI can now set the character limit of text input fields. Thanks to dabo1 for suggesting this.
- Mod UI can now enable/disable buttons, checkboxes, text input fields, and number input fields. Thanks to dabo1 for suggesting this.
- Fixed a bug that made mod github repos not work if they had a dash in the name. Thanks to Gisselbrecht for reporting this.
- Fixed a bug that could cause team games to get into a stuck state. Thanks to Gisselbrecht for reporting this.
- Fixed a bug that made the commit button's disabled status not update correctly when dragging the deployment slider.
- iOS/Android: Fixed a bug that made the app default into the "become a member" page instead of sign in.
- iOS: Fixed a bug that made the app prompt for enabling push notifications when opening a single player game. It should only prompt when opening a multi-player game.
- WebGL: Fixed the "Index is out of range" and "mesh.uv2 out of bounds" errors.
WarLight in Unity Alpha now available: 7/29/2017 22:32:19


ViralGoat 
Level 60
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On Android I don't see a way to go to a game that someone posts in the chat
WarLight in Unity Alpha now available: 7/31/2017 14:35:28


ViralGoat 
Level 60
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Has anyone complained about the private chat being moved? I think you'll see a lot of complaints when Unity goes mainstream.

It went from
1. Click on player name
2. Click on chat

to

1. Click on Chat
2. Click on private
3. Find player (Very annoying in 20+ player games)
4. Click player

This is a nightmare in diplo games
WarLight in Unity Alpha now available: 8/1/2017 15:26:06


Muten Rōshi
Level 58
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Is the colour scheme apt to change? :P
WarLight in Unity Alpha now available: 8/1/2017 16:20:08

Fizzer 
Level 64

Warzone Creator
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On Android I don't see a way to go to a game that someone posts in the chat

You're right this is a problem right now. Technically, it is possible, but it's very cumbersome.

Has anyone complained about the private chat being moved?

Anytime something is moved it's going to generate lots of complaints. However, the old system generated complaints too. For example, if someone sent you a private message in a big real-time game and their name was scrolled off the bottom of the players list, you'd never know about it. Now, there's a flashing icon whenever you have unread chat.

Find player (Very annoying in 20+ player games)

How is it any more annoying than trying to find their name in the players list, as you had to do previously?

Is the colour scheme apt to change? :P

Yes, the UI right now is a temporary placeholder.
WarLight in Unity Alpha now available: 8/1/2017 17:03:30


linberson 
Level 63
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In a chatgame, unity always opens public chat I believe, even if the new chat is in the team chat.

edit: as well in 1v1, if you have private chat.

edit: unity app in linux carshed on me twice today.

Also all input "1", "2" are handled as "enter" ingame, chat, login...

edit: correction "1" = "enter", "2" = "esc"

Edited 8/1/2017 17:14:09
WarLight in Unity Alpha now available: 8/1/2017 21:50:55


Waka 
Level 58
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i've actually made the mistake of talking in public chat instead of doing in team chat so i would perosnally recommend that if there are teams that the default chat option would be team since it is more used instead of public.
WarLight in Unity Alpha now available: 8/2/2017 02:16:10


ViralGoat 
Level 60
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+1 to default to team chat (Please do this Fizzer! Sending public messages by mistake still happens)


Find player (Very annoying in 20+ player games)

How is it any more annoying than trying to find their name in the players list, as you had to do previously?


You're right, we still have to scroll to find people. But only 9 players fit on the Chat, Private tab. On my desktop, 17 players fit in the Players tab (with the Orders tab minimized). So there is more scrolling with the Chat, private tab. Still, one more click is needed compared to old way. Could you add the possibility to send messages from the right menu, in addition to the current way?
WarLight in Unity Alpha now available: 8/3/2017 10:21:26


Star-Lord
Level 60
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I fully agree with the chat issues, particularly as chat tabs are grey (light and dark). One has to be extremely careful in which chat (public, vs team vs private) he/she is posting. Happened to me as welt that I posted in the public tab and the envisaged private. If unity is not allowing to set "team" chat as a default, perhaps the chat tab colors can be changed, i.e. the active one should be - say - red or blue but definitively a more contrast color to the other chats.
WarLight in Unity Alpha now available: 8/3/2017 10:22:58


Star-Lord
Level 60
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@fizzer, I like the "easy" UI scaling possibility you introduced in settings section.
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