Also, keep in mind that we added a scrollbar with the condition, that it would be replaced by larger arrow buttons for touchscreens. There still need to be enough space on the right for that.
Also, keep in mind that we added a scrollbar with the condition, that it would be replaced by larger arrow buttons for touchscreens. There still need to be enough space on the right for that.
Well, if we go with that then the layout code will be different on the tablet version anyway, since the arrows have different art resources and widths and whatnot. So I think they could just shift the whole stack of ground slots to the left as they need.
Also, keep in mind that we added a scrollbar with the condition, that it would be replaced by larger arrow buttons for touchscreens. There still need to be enough space on the right for that.
Well, if we go with that then the layout code will be different on the tablet version anyway, since the arrows have different art resources and widths and whatnot. So I think they could just shift the whole stack of ground slots to the left as they need.
Don't have to. Touchscreens have a condition in the lua code "e:IsTouchUI()" used for example for additional buttons on the main gameplay screen. With this, the code can be adjusted for different platforms but it would still be the same code.
In fact, an advantage could be taken from this in all instances in the UI where the scrollbar would work better on PC than arrow buttons (such as a ground pile).
How about this: ground slots returned to horizontal center, with the "Ground" title also centered. I figure since most other titles are centered (Quiver, Quick Items, Quick Weapons, Inventory), it's more consistent with how the rest of the screen works.
@Ravenslight He meant to add the frame around the "PAUSE" box that we were discussing, since that frame previously only appeared on the background art. I added it since.
What if the ground title also got its own box, like the rest of the titles? I had to lower the inventory and ground slots a bit for it to work, but only by a few pixels:
Might help with what I mentioned earlier, that I thought the inventory and the ground slots weren't distinguished enough from each other.
I personally could argue more points, but I’m trying not to. We will never agree 100% on what we would individually like to see. But it seems to me that most areas are covered?
What if the ground title also got its own box, like the rest of the titles? I had to lower the inventory and ground slots a bit for it to work, but only by a few pixels:
Might help with what I mentioned earlier, that I thought the inventory and the ground slots weren't distinguished enough from each other.
I like that! I think frames/boarders may be easier to configure looking at the artwork, but I'm happy with the placement of the structural features. I don't think we're missing anything?
I made a BG2 draft, and while I was doing it, I realized it looks really weird that the ground title hangs over the ground scroll bar, so I changed it just a little bit in order to fix that.
I made a BG2 draft, and while I was doing it, I realized it looks really weird that the ground title hangs over the ground scroll bar, so I changed it just a little bit in order to fix that.
New blueprint:
BG2 draft:
Everything looks good there, like @Mr2150 said, the blueprint works!
Comments
The green being Touch UI only feature... I've combined them but I think it's worthwhile mocking them up separately ultimately.
Might help with what I mentioned earlier, that I thought the inventory and the ground slots weren't distinguished enough from each other.
Also, something might come up while looking more closely from an artwork view.
Edit: But we'd want to start with BG2 and SoD, I think.
I think that goes to show a good UI layout will work regardless of the skin.
Brings back memories… sigh
New blueprint:
BG2 draft:
Now if I could just suck that into my game…