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WarLight in Unity Alpha now available: 2017-05-02 19:00:55

Fizzer 
Level 64

Warzone Creator
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The commit button is in a dangerous position, if you are moving through phases using the mouse, you might accidentally click on it and make the turn advance - I think you should click it twice with the mouse for the turn to advance, the first time it should say "click again to commit"

If you played the earlier Unity versions, you'll remember that's exactly how it used to work.

The confirmation phase is a tough subject. It makes sense in multi-player, but not so much in single-player where people expect games to go faster. One complaint I get a *ton* from new players is that there's too much clicking. I see new players always complain that they have to click twice to commit orders. It causes a lot of negative reviews. So there's no more confirmation phase. If it's really a problem for you, I recommend never clicking up there and just using the hotkeys, or train yourself to be careful where you click.

the chat button can be moved on top of the menu button, as it used to be in the old UI; the grey bar you can just get rid of.

I assume you're playing the WebGL version? In the future, the tabs at the top will be combined into that grey bar, so you'll have more screen real-estate.

Any chance of bringing the analyse attack button on 0% SR games?

You're asking for the Army Loss Graph? https://www.warlight.net/wiki/Analyze_Graphs. If so, it's on my list but it's a low priority at the moment.

How will it be with multiple games open simultaneously? In flash I could open 20 games and there was no problem. Now (after solving problems with memory allocation and switch to 64 mozilla). I opened 4 games and it consuming from 1 GB to 7GB of RAM memory.

It's true that Unity uses more memory than Flash. Part of the reason is that Flash is a plugin, so it can run as a process on your computer independently of your browser, which means it only has to load the engine once and can share it between all tabs. However, the WebGL version is all javascript code so each tab contains a separate copy of the engine. This is just part of the reality we have to live in now that we're moving to a plugin-free world (you can thank Steve Jobs for kicking off the death of Flash, and Google for killing the Unity web player).

One way to alleviate this it to allow switching between games within a single instance of Unity (and therefore a single tab). This is something that's coming soon.

Edited 5/2/2017 19:03:30
WarLight in Unity Alpha now available: 2017-05-02 20:54:19


Master Shredtail
Level 58
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Could the confirmation phase thing become an option you can enable/disable? There are some people, such as myself, who like to use it as a sort of graphical overview of their turn before they commit.

Edited 5/2/2017 20:54:35
WarLight in Unity Alpha now available: 2017-05-02 21:37:09


Fleecemaster 
Level 59
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^

Options are always nice
WarLight in Unity Alpha now available: 2017-05-03 00:27:40


emas 
Level 60
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This new system is easy to learn and a lot more fun. Quicker as well. As for problems I have non as of this writing but I will continue to play and see. Looks very good so far.
WarLight in Unity Alpha now available: 2017-05-03 08:51:16


Sephiroth
Level 61
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The confirmation phase is a tough subject. It makes sense in multi-player, but not so much in single-player where people expect games to go faster. One complaint I get a *ton* from new players is that there's too much clicking. I see new players always complain that they have to click twice to commit orders. It causes a lot of negative reviews. So there's no more confirmation phase. If it's really a problem for you, I recommend never clicking up there and just using the hotkeys, or train yourself to be careful where you click.
Makes sense. Then it should be the default behaviour and maybe you can add an option to make the double click to commit needed - i'd use it so i'm sure i don't fuck up
WarLight in Unity Alpha now available: 2017-05-03 10:20:18


Timinator • apex 
Level 67
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I need that confirmation-stuff too. can't count how many times i saw a mistake i was able to fix due to that
WarLight in Unity Alpha now available: 2017-05-03 11:27:34


Sephiroth
Level 61
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Safety is #1 priority
WarLight in Unity Alpha now available: 2017-05-04 21:14:41


muddleszoom
Level 59
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will this run on the dreamcast browser (someone wanna find out)
WarLight in Unity Alpha now available: 2017-05-05 11:53:07


Sephiroth
Level 61
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Bug report, how to reproduce:

- post something on the chat
- close the chat tab
- open the chat tab again
- the last message sent still appears in the text input
WarLight in Unity Alpha now available: 2017-05-05 12:59:53


Genghis 
Level 54
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*reads title*

Hey... that's pretty good
WarLight in Unity Alpha now available: 2017-05-09 00:30:01

Fizzer 
Level 64

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


3.19.1 2017-05-08:
- Adjusted lots of UI throughout the app to make it work well on phone-sized screens.
- Added the main menu to replace the temporary load-games-by-ID page. The main menu has single-player and multi-player tabs.
- Added the My Games and Open Games pages.
- Added music.
- Added the account button in the upper right that lets you see who you're signed in as, sign out, mute or adjust sound/music volumes. Mod development button was also moved here.
- Added add Ctrl+G hotkey to allow going to any game or map by ID.
- Sounds were separeted into two categories: critical sounds (the turn advance sound and the clock ticking), and everything else. These can be turned on/off independantly or the volume of each adjusted independantly.
- Added close buttons to the territory/bonus inspection dialogs.
- Replaced the "Load more" button on the maps and friends page with paging (next/previous page). This ensures the app stays fast and allows for quicker navigation. Thanks to Njittam for reporting the issues with "Load more".
- Created a more formal way of managing scenes, so when you navigate from one page to another and click the back button, it now takes you back to the correct scene.
- Pressing shift+enter now allows inserting newlines into chat. Thanks to Zephyrum for suggesting this.
- Added an "Exit History" button to close history more easily. Thanks to ps for suggesting this.
- Added the "B" hotkey to open the cards dialog. Thanks to ps for suggesting this.
- Tweaked double-click-to-attack some more to ensure it works reliably. Thanks to Sephiroth for reporting this.
- On the Create Game -> Change Mods page, mod-specific UI is now centered by default. Thanks to dabo1 for suggesting this.
- On the Create Game -> Cards page, the slider for how many pieces a card is divided into now bottoms out at 1 instead of 0.
- Mod UI: Added "Center" property to horizontal and vertical layout groups for centering the items.
- WebGL: Hopefully fixed a bug that caused some images to not show up.
- Fixed a bug that caused an error if you closed the end-game window before it finished loading. Thanks to Muli for reporting this.
- Fixed a bug that made sent chat messages re-appear in the chat box when pressing Escape to close chat. Thanks to Sephiroth for reporting this.
- Fixed a bug when playing attacks that wrap around the map that caused the defenders dying number to be duplicated. Thanks to TBest for reporting this.
- Fixed a bug on manual distribution games where you started with lots of cards that made the "Discard all" button clickable while picking. Thanks to Muli for reporting this.

Since we have a games browser now, copy/pasting game IDs for multi-player games is no longer necessary! Also since we have an open games page, it's now possible to create open games with mods and have them fill!

Note that the My Games and Open Games sections were just added, and are still missing some features, such as:
- My games doesn't auto refresh, and requires manually clicking "Refresh" to get the latest info.
- Open games filter resets every time you re-start the app
- No "hide lottery games" button yet.
- No "my games" filter yet.

Enjoy and please send me feedback!

Edited 5/9/2017 00:42:13
WarLight in Unity Alpha now available: 2017-05-09 00:40:16


Master Shredtail
Level 58
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I'd suggest most likely widening the column size for the screen that you get before a game starts. As of now, it cuts off names in an awkward fashion.

Here is what it looks like:



Also for more visual appeal, it would be nice if the names and slots and other things were arranged gridlike, so they aren't all offset from each other like they are now.




Adding on, I noticed that when looking through maps to create a game on, a lot of the map thumbnails look blurry, as such:






When viewing the info boxes for mods, if you click to view the info for another mod while you already have a mod info dialog up, the first one persists under the new one, and you'll have to close both. It would be nice if when opening a new dialog, the first one closed instead of persisting.

Edited 5/9/2017 00:49:35
WarLight in Unity Alpha now available: 2017-05-09 00:44:23

Fizzer 
Level 64

Warzone Creator
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it would be nice if the names and slots and other things were arranged gridlike

I agree. Unfortunately this is something Unity makes difficult. It's funny since Unity's layout engine is so powerful in so many ways, but it really struggles at doing things as simple as an html table. Some day I need to find a reliable way of doing something like this, even if it means building it myself.
WarLight in Unity Alpha now available: 2017-05-09 10:12:55


linberson 
Level 63
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In the open games section the filter "both" and "multiday" give me this screwed look:



Edited 5/9/2017 11:08:42
WarLight in Unity Alpha now available: 2017-05-09 14:08:13


Sephiroth
Level 61
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^ it happens because of the games with too many seats
WarLight in Unity Alpha now available: 2017-05-09 16:23:05

Fizzer 
Level 64

Warzone Creator
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Yeah, the boxes push things out instead of wrapping. I'll make sure that's fixed in the next update. Sorry about that.
WarLight in Unity Alpha now available: 2017-05-09 18:02:03


muddleszoom
Level 59
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mabey put the each game in a anther box so you can tell which is a new game
WarLight in Unity Alpha now available: 2017-05-09 20:12:55

Oilspotter 
Level 61
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This is great! Especially now we can select games. However, the standalone client taxes my processor heavily. Macbook pro 2011 and Macbook Air 2013, El Capitan on both. The fans spin up, and it's enough draw to start draining the battery even when plugged in. They can usually handle complex tasks easily e.g. photoshop etc.
WarLight in Unity Alpha now available: 2017-05-09 20:30:16

Fizzer 
Level 64

Warzone Creator
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the standalone client taxes my processor heavily

Can you try reducing the framerate to see if that helps? To do this, press Ctrl+Shift+E to open the debug menu and change the target framerate from 60 to 30. You can try even lower numbers if that isn't enough.

Let me know if this helps or not!
WarLight in Unity Alpha now available: 2017-05-10 04:10:39

Oilspotter 
Level 61
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It does seem to help thanks. 20 seems to be a good number on my 2.5 GHz Intel Core i7 macbook pro. I'll keep fiddling.

imho I think the chat should open to team chat by default. This would reduce the amount of secrets given away by people typing in the public chat by mistake. Not that I ever do that of course...
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