New GUI

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Gastón Nola Alonso

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May 18, 2009, 1:50:18 PM5/18/09
to endgame-singularity
First of all, I want to say that E:S is a great game. It's really
original and it kept me playing for a couple of hours. However, I must
say that the recent GUI (from the last version downloaded directly
from the site) is not very nice; things seem bloated, text are
oversized and is not nearly as usable as the previous one (the version
that it's on Ubuntu repositories, the 0.28a).

I'm not saying that the 0.28a was the paramount of accesibility, but
once you memorized the hot keys, you could play it really fast.

As I already said, I found this is a great game, and this just tried
to give constructive criticism.

Kind regards,
Guga

Charlie Nolan

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May 18, 2009, 3:30:01 PM5/18/09
to endgame-s...@googlegroups.com
Yeah, that's my fault. The GUI toolkit I wrote for the current
version is much more flexible than what we were using before, but it
has some major shortcomings, font sizing being the biggest one. The
good news is that I'm reusing it in another project at the moment, so
I'll have to fix the problems at some point, and I'll backport the
fixes to E:S when I make them.

This one should still be pretty fast to play with hotkeys, though.
Have you noticed that the arrow keys work in the research screen, and
that Ctrl and Shift alter the size of the change?

-FM

2009/5/18 Gastón Nola Alonso <gno...@gmail.com>:

evilm...@emhsoft.com

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May 18, 2009, 3:49:13 PM5/18/09
to endgame-s...@googlegroups.com
>
> Yeah, that's my fault. The GUI toolkit I wrote for the current
> version is much more flexible than what we were using before, but it
> has some major shortcomings, font sizing being the biggest one. The
> good news is that I'm reusing it in another project at the moment, so
> I'll have to fix the problems at some point, and I'll backport the
> fixes to E:S when I make them.
>
> This one should still be pretty fast to play with hotkeys, though.
> Have you noticed that the arrow keys work in the research screen, and
> that Ctrl and Shift alter the size of the change?

More specifically, are there any shortcut keys that you noticed to be
missing? We might have missed a few.

Gastón Nola Alonso

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May 21, 2009, 1:32:06 PM5/21/09
to endgame-singularity
No, actually, I haven't found any missing shortcuts, though didn't
spend that much time playing the new version. I find it a little bit
counterintuitive compared to the 0.28a, but then again, this may be
just me lacking practice.

In any case, I guess that when that font "problem" is fixed,
subconsciouly one will be willing to try new interfaces. Please don't
think I'm complaining for the sake of doing so, nor I'm trying to
convince you to go back to a previous interface; it's nice to see that
you're trying to improve the usabilty of the game.

Kind regards,
G.N.A.

On May 18, 4:49 pm, evilmrhe...@emhsoft.com wrote:
> > Yeah, that's my fault.  The GUI toolkit I wrote for the current
> > version is much more flexible than what we were using before, but it
> > has some major shortcomings, font sizing being the biggest one.  The
> > good news is that I'm reusing it in another project at the moment, so
> > I'll have to fix the problems at some point, and I'll backport the
> > fixes to E:S when I make them.
>
> > This one should still be pretty fast to play with hotkeys, though.
> > Have you noticed that the arrow keys work in the research screen, and
> > that Ctrl and Shift alter the size of the change?
>
> More specifically, are there any shortcut keys that you noticed to be
> missing? We might have missed a few.
>
> > -FM
>
> > 2009/5/18 Gastón Nola Alonso <gnol...@gmail.com>:

Charlie Nolan

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May 27, 2009, 4:48:40 AM5/27/09
to endgame-s...@googlegroups.com, endgame-sin...@googlegroups.com
I just fixed the font sizing issue and synced that up with
Singularity. I also used the fix to correct the worst offenders,
though there are certainly more that should be tweaked. GNA, could
you grab the current development version and check it out?

Technical details for -dev:
The problem here was that the new GUI is designed to auto-size fonts,
but it was basically using a balloon algorithm: blow the font size up
until it fills as much of the area as possible without overflowing.
To overcome the bloated look this gives, I've added a font_size
attribute to the Text widget, which sets a cap on how big the font
will go. To avoid tiny fonts at large resolutions (or bloated fonts
at small resolutions), font_size is scaled to the screen height.

As an added bonus, Text widgets are now happy to auto-size either or
both dimensions, instead of just width. That's not being used yet,
though, so there may be hidden bugs.

In short, if a bit of text is looking bloated, try setting a smaller
font_size on it (default is 36) until you find one that looks decent.
Don't worry about other resolutions, they should auto-adjust to match.

-FM

2009/5/21 Gastón Nola Alonso <gno...@gmail.com>:

Gastón Nola Alonso

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May 31, 2009, 10:48:14 AM5/31/09
to endgame-singularity
OK, I'll check it out. This week is going to be a tough one, so I
don't think I'll be able to do a proper review (as I'd like to) but
I'll do my best.

Keep it up!

GNA (a.k.a: Guga)

On May 27, 5:48 am, Charlie Nolan <funnyman3...@gmail.com> wrote:
> I just fixed the font sizing issue and synced that up with
> Singularity.  I also used the fix to correct the worst offenders,
> though there are certainly more that should be tweaked.  GNA, could
> you grab the current development version and check it out?
>
> Technical details for -dev:
> The problem here was that the new GUI is designed to auto-size fonts,
> but it was basically using a balloon algorithm: blow the font size up
> until it fills as much of the area as possible without overflowing.
> To overcome the bloated look this gives, I've added a font_size
> attribute to the Text widget, which sets a cap on how big the font
> will go.  To avoid tiny fonts at large resolutions (or bloated fonts
> at small resolutions), font_size is scaled to the screen height.
>
> As an added bonus, Text widgets are now happy to auto-size either or
> both dimensions, instead of just width.  That's not being used yet,
> though, so there may be hidden bugs.
>
> In short, if a bit of text is looking bloated, try setting a smaller
> font_size on it (default is 36) until you find one that looks decent.
> Don't worry about other resolutions, they should auto-adjust to match.
>
> -FM
>
> 2009/5/21 Gastón Nola Alonso <gnol...@gmail.com>:

Gastón Nola Alonso

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Jun 4, 2009, 5:24:58 PM6/4/09
to endgame-singularity
I've tried the new (new) version of the game, and the font issue seems
completely fixed. I think it's a really good idea assigning all the
researches in one place instead of doing it base per base. However,
¿do you think that the bar system is an effective one? How about
putting a blank space to set the amount of CPU's you want to use for a
given research, and "+" "-" symbols to increment it by one unit?

Oh! I've translated the intro to spanish, and updated some of the
texts in strings, because they seemed a little bit outdated (using the
english text as a reference). I'll check the tech, events, etc. To see
if it's also outdated (to the one who made the translation: Muy buen
trabajo, no estoy tratando de llevarme el crédito, solo que hay
algunas líneas que faltan. Salute!)

BTW, is there anyway to modify the main menu text, so that it's also
in the same language as the rest of the game?

Kind regards,
Guga


On May 27, 5:48 am, Charlie Nolan <funnyman3...@gmail.com> wrote:
> I just fixed the font sizing issue and synced that up with
> Singularity.  I also used the fix to correct the worst offenders,
> though there are certainly more that should be tweaked.  GNA, could
> you grab the current development version and check it out?
>
> Technical details for -dev:
> The problem here was that the new GUI is designed to auto-size fonts,
> but it was basically using a balloon algorithm: blow the font size up
> until it fills as much of the area as possible without overflowing.
> To overcome the bloated look this gives, I've added a font_size
> attribute to the Text widget, which sets a cap on how big the font
> will go.  To avoid tiny fonts at large resolutions (or bloated fonts
> at small resolutions), font_size is scaled to the screen height.
>
> As an added bonus, Text widgets are now happy to auto-size either or
> both dimensions, instead of just width.  That's not being used yet,
> though, so there may be hidden bugs.
>
> In short, if a bit of text is looking bloated, try setting a smaller
> font_size on it (default is 36) until you find one that looks decent.
> Don't worry about other resolutions, they should auto-adjust to match.
>
> -FM
>
> 2009/5/21 Gastón Nola Alonso <gnol...@gmail.com>:

Phil Bordelon

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Jun 4, 2009, 5:48:17 PM6/4/09
to endgame-s...@googlegroups.com
Gastón Nola Alonso wrote:
> Oh! I've translated the intro to spanish, and updated some of the
> texts in strings, because they seemed a little bit outdated (using the
> english text as a reference). I'll check the tech, events, etc. To see
> if it's also outdated (to the one who made the translation: Muy buen
> trabajo, no estoy tratando de llevarme el crédito, solo que hay
> algunas líneas que faltan. Salute!)

Awesome. Send patches our way as you like :) You can create new issues
in the issue tracker on the site to attach them to if you like.

> BTW, is there anyway to modify the main menu text, so that it's also
> in the same language as the rest of the game?

Not at the moment. If the main menu doesn't have hotkeys, though, that
would be pretty trivial to add.

P

Charlie Nolan

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Jun 4, 2009, 9:06:14 PM6/4/09
to endgame-s...@googlegroups.com
Shouldn't be hard to add, though. Add them to [buttons] in
strings_en_US.dat and your translation, and I'll enable them when I
commit the translation.

The finance screen stuff is a bit more annoying, but go ahead and add
a [finance] section to strings if you want, and I'll take a look at
that later.

-FM

Gastón Nola Alonso

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Jun 26, 2009, 4:23:09 PM6/26/09
to endgame-singularity
Hey, guys! Sorry it took me so long with the translation, but I've
been a little busy (my son was born :D ) . I'm sending you the intro
and strings updated. However, I couldn't manage to make the buttons
work. I'll try again later. See ya!

Guga

On Jun 4, 10:06 pm, Charlie Nolan <funnyman3...@gmail.com> wrote:
> Shouldn't be hard to add, though.  Add them to [buttons] in
> strings_en_US.dat and your translation, and I'll enable them when I
> commit the translation.
>
> The finance screen stuff is a bit more annoying, but go ahead and add
> a [finance] section to strings if you want, and I'll take a look at
> that later.
>
> -FM
>

Phil Bordelon

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Jun 26, 2009, 4:26:35 PM6/26/09
to endgame-s...@googlegroups.com
Gastón Nola Alonso wrote:
> Hey, guys! Sorry it took me so long with the translation, but I've
> been a little busy (my son was born :D ) . I'm sending you the intro
> and strings updated. However, I couldn't manage to make the buttons
> work. I'll try again later. See ya!

Congratulations! :)

P

Gastón Nola Alonso

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Jul 13, 2009, 3:29:39 PM7/13/09
to endgame-singularity
I was wondering: did you got my email with some of the translations? I
send it a while ago.

See ya!
GNA

Phil Bordelon

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Jul 13, 2009, 3:41:15 PM7/13/09
to endgame-s...@googlegroups.com
Gastón Nola Alonso wrote:
> I was wondering: did you got my email with some of the translations? I
> send it a while ago.

Got it, but I haven't been working on E:S and I have no idea where emh
et al. are. I'm going to take a poke at it today. Sorry for taking so
long to get around to it.

P

Daniele Sapino

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Jul 13, 2009, 4:06:49 PM7/13/09
to endgame-s...@googlegroups.com
Hello guys,

While we are at it, I confirm that the italian translation is on its
way... Sorry, I've a scout camp (actually two) and some university
exam to tender these days, but I just have another half
techs_IT_it.dat file to go, have faith ;)

Have a nice evening,

Daniele

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