Topic: how many would rather go back to the old worker icons?
king_of_nowhere Topic Opener |
Posted at: 2017-12-09, 15:37
About one year ago someone made new worker icons for the warehouses. The old ones were very schematic and basically showed the tool (a hammer for a builder, a hammer and anvil for a forger...) while the new ones show the worker. All very beautiful, and I hate to ask that the work someone put into it would go for nothing, except that I am asking just that. I've wanted to ask a long time. The problem is that those new icons are just so small. With the old icons, I could open the menu and immediately find the worker I wanted. They were clear, readable. Now the second page in a warehouse is a long list of people with only small differences. I can't take them in at first glance, I need to look in detail at each one. Often I have to put the mouse on them and read the text underneath to figure out what they are. I wanted to make a poll to see how many would be in favor of going back to the old icons
Edited: 2017-12-11, 16:22
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WorldSavior |
Posted at: 2017-12-09, 19:08
Good point. I vote for "old icons are better", too. I've found the old icons of barbarians and empire: https://launchpadlibrarian.net/116125619/WorkerLevels.PNG Atlantean icons looked similar. And here are the new icons: https://wl.widelands.org/wlmedia/wlscreens/screens/Build%2019/Worker%20Icons.png
The work doesn't have to be for nothing. If many people like the new icons, one could still think about an option in the options: "show old or new worker icons" Edited: 2017-12-09, 19:09
Wanted to save the world, then I got widetracked Top Quote |
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Nordfriese |
Posted at: 2017-12-09, 20:04
I rather like the new icons. They are prettier than the old ones. But when looking for a particular worker type in the list they are useless. So I also vote for the old icons.
Only worker icons? It would make more sense to have a dropdown list of "GUI themes". Each theme could include one set of worker and building icons as well as icons for all the menus in the game and editor, and perhaps the cursors. I like this idea; but I guess this would be far too much work, especially as the benefit is very small. Top Quote |
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GunChleoc |
Posted at: 2017-12-09, 21:01
The icons are in Kaputtnik redid them a while back, because some of the icons were bad quality. The idea was to distinguish them more from the ware icons too. If somebody would like to take them on and do another redesign, I wouldn't be opposed. Busy indexing nil values Top Quote |
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kaputtnik |
Posted at: 2017-12-09, 21:48
Yes, i think my work was not good. It's very difficult to understand them without having the String ... Fight simulator for Widelands: |
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trimard |
Posted at: 2017-12-11, 12:52
Maybe we could find a way to have the new icons more easy to understand? Maybe make them larger? More contrast in colors? Have a background color? So I would vote for new icons but with changes on them (not that my vote count for that much but whatever^^) Top Quote |
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einstein13 |
Posted at: 2017-12-11, 13:39
From my perspective, both types of icons are not the best we can have. It should be easy to get info what the worker is (name), what for (building) and what it is using (tool). Some of the workers are very simple (woodcutter, forseter), but some don't have explanation and you have to look for it in the help menu. In settlers 2 I remember a small helptext area in the bottom of the window. It displayed any name of the worker hovered with the mouse. You hadn't have to wait any time to see the name of the object. Another thing is a "question mark" (can't remember if it was with S3 or S2), which could ask about anything on the menu. So you clicked "?", then clicked on any object (here: worker) and help window would appear on the screen. So I vote for change the icons to even newer ones, maybe more expressive and ADD some functionalities, help links and shortcuts that will improve the UI. einstein13 |
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kaputtnik |
Posted at: 2017-12-11, 15:05
But the new ones are mostly better than the old ones To dispaly more, ore better, information we need bigger images, which will make the menus much bigger at all. Say if we enlarge each icon by 10 pixel, the stock menu will grow about 60 pixel in width and 120 pixel in height (empire). Not everyone is playing widelands with a three monitor setup (Sorry for posting facebook links, but this is so awesome ) Edited: 2017-12-11, 15:07
Fight simulator for Widelands: |
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GunChleoc |
Posted at: 2017-12-11, 17:17
Yep, we are supporting 800x600 resolution, so everything needs to fit there. The best thing would be hover tooltips, just like we have when constructing or enhancing a building. Busy indexing nil values Top Quote |
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trimard |
Posted at: 2017-12-11, 17:41
Mhhhhh... Maybe dumb question but can we do responsive menus in c? I mean like on the web Otherwise, maybe a X2 options like for the minimap. So more informations displayed if on X2? Top Quote |