Forums are kinda dead... lacking hype

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Hylis
Nadeo
Nadeo
Posts: 3933
Joined: 14 Jun 2010, 11:58

Re: Forums are kinda dead... lacking hype

Post by Hylis »

You see, the trouble with hype. I know enough this guy to know that he may come back after saying: what did you do, it's not good, there are trouble in the UI, I was happy but now I don't thrust Nadeo anymore, you should have improved more this UI instead of this one, why did you made a new menu frame when the other is still lack some polish etc.

Am i wrong? :roflol:
Akbalder
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Joined: 15 Jun 2010, 11:00
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Re: Forums are kinda dead... lacking hype

Post by Akbalder »

Hylis wrote:You see, the trouble with hype. I know enough this guy to know that he may come back after saying: what did you do, it's not good, there are trouble in the UI, I was happy but now I don't thrust Nadeo anymore, you should have improved more this UI instead of this one, why did you made a new menu frame when the other is still lack some polish etc.

Am i wrong? :roflol:
Bad example: we already don't trust Nadeo for the UI. :roflol:
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TGYoshi
Posts: 795
Joined: 15 Mar 2011, 16:59

Re: Forums are kinda dead... lacking hype

Post by TGYoshi »

The main issue with the UI is the way the UI is built up, in my opinion.
Currently every element is simply laid on a 16:9 canvas, which is then stretched so it fills the game's resolution.
On non-16:9 this means the UI goes out of it's proportions. On any resolution the data on the UI is blurred/scaled somehow.
Look at this screenshot of TM on 3 screens: http://www.wsgf.org/f/u/imagecache/node ... me_3x1.jpg - The UI is always scaled 3x in it's width (if the screens are all 16:9) due to the way the UI works.

Using the current (ancient) UI system it is impossible to make e.g. a 100x100 pixels image appear on the screen, as it's always blurred/scaled somehow, different for each screen as well.
Because of this it's impossible to make nice-looking stuff as well. Only primitive things can be shown 'nicely' (e.g. a rectangle doesn't lose much quality if you scale it).

The current system is using a complete relative metrics system. A severe improvement would be to support both relative and absolute metrics (e.g. a position of {0.5, -200; 0.0, 100} means a position at the center of the screen, then 200 pixels to the left, 100 pixels from the top). This metrics system is used in quite some other engines as well.

In my opinion the current system simply limits the UI designers at Nadeo to make better looking UI's in first place.
=3
Akbalder
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Joined: 15 Jun 2010, 11:00
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Re: Forums are kinda dead... lacking hype

Post by Akbalder »

The main problem isn't that it's not beautiful but that it's not understandable and not ergonomic:
- Title packs screen which doesn't work like the rest of the game.
- Loading when choosing a title pack
- Having to load a title pack before seeing the server list
- Having to change of title pack to see the servers from another title pack
- Many clicks to go from one title to another
- etc...
tcq
Posts: 2645
Joined: 15 Jun 2010, 11:02

Re: Forums are kinda dead... lacking hype

Post by tcq »

As this is turning into a UI discussion. I agree with the points mentioned by Akbalder and TGYoshi and would like to add another point.
The score board styles differ really strongly, between the different titles. Lets have a look at the SM scoreboards which took some time but look quite mature now, while the TM score boards look kind of childish (e.g. the round edges, the size of the times and the names).
Or another problem, when using the buddy chat/the ingame chat. Depending on the amount of characteres used, the game will compress the text instead of putting it into a new line (especially visible in the buddy chat). With a long text this is really hard to read.
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