Closed seblindfors closed 9 years ago
I tried adding spell icons. It was literally 2 lines of code, lol.
And here's with just spell icons and a little larger textures:
And here's an even bigger version:
Now that is hot. Each player knows his shit, so they will recognice each spell easily, More than in words.
What i like about adding those hoverable buttons is that you eliminate the confusion if you hover non bindeable key like left shoulders or the triggers. If there is no button, there is no tooltip. That easy.
Normal ones: Sexy Big ones: cool Bigger ones: Yay!, my granma will play WoW!
Btw i think the text of the binded action bar button is a must.
So you want me to keep the text alongside the icon? This is what happens if you don't have anything in the slot:
If you only put the key combo and the spell assigned, it will be lighting fast to read, and would kill the redundance with the controller pane, Where you actually config the action button binding. Also will allow to put smaller tooltips, (moar sexy)
Note: what about returning an "unassigned" message when there is no spell or action assigned?
In the other hand, if you put the Action bar button binded and the spell assigned, well all information is there, but dunno if necessary.
Wjat do you think?
How about this?
Btw: Big, medium, small or something in between when it comes to the icon size?
I like the clean tooltips. The action button names are sort of confusing anyway.
This last spell size looks good (keeps their light grey border, wich in other sizes it dissapears due the reduction)
But the button combos are maybe too big.
I other words, i would like something smaller but aññpwing the spell icons resize without losing its graphics, or making it look broken.
If that is no possible, then 1:1 spell icons and a maybe smaller button combos. (Im my opinion at almost 2:00 am)
I think the balance is between something big enough to be readable, and small enough to be sexy. If too big it would look dumb. If too small it would be useless.
N/A stands for not assigned? Alwayd thought it was "not allowed"
N/A is pretty much any of Not applicable, not available, no answer, etc.
I made something even cooler: the spells bound to that button will be highlighted on mouse over:
I love making use of the things blizzard already put in there :smile:
Edit: Pushed the change on the git. Feel free to test it out.
Wow! Gonna test it right now!
A question: For that spell highlight in the action bar, would you be able to use the highlight that hunters use with their pet's automatic spells? Is that lovely moving highlight
I can use that too. But the OnShow script for that is kinda ridiculous if you sort of "spam around" on the buttons :laughing:
This looks awesome! Still thinking about smaller button combos tho. I would only request some space between rows, because now spells are touching each other, and it feels like when tou go into a public bathroom and the toilet seat is still warm and somehow you can feel touching the other person's butt. Both butts touching each other, That's a no-no.
I think the good old icon highlight you used in the first instance is better then.
This is what it looks like if you don't spam around like an idiot:
They are animated with the little "ants" and it looks alright. I'm afraid I can't remove the glow and stuff without writing my own animated texture group and that's just a bunch of memory waste for a silly effect. I also reduced the texture size to 24 pixels from 30. So which combo do you like best?
Edit: Added it to the git for now.
I think i will vote for the steady highlight.
Because: While the moving ants is visually attractive, the behavior when you hover buttons too quick is unpleasing,
the steady highlight responds as expected at all times and i think is a bit less attention-demanding and so it gives a more elegant feel of the feature.
Do you agree? (Sorry for the loss of time coding sir)
Edit: Size buttons=Sexy
I agree, HOWEVER, I just tried adding a 500 ms delay to the effect and now it's not intrusive and you can't spam it. You have to actually hover the button for half a sec for it to show. I'll add it.
Try it out and let me know if you still root for the steady unanimated highlight.
Edit: Presenation is important, so I'm picky with this stuff. A significant part of how the addon is perceived depends on how it looks, so it's not wasted time. :wink:
OMG, this last approach looks super hot. Now i can't stand for the steady highlight, Somehow the delay makes it unintrusive, like the addon is giving you more information about that thing you are hovering. If i had to choose one, now i would chose the animated highlight. And if i think about how i will see it tomorrow while rested, i gues i'll see it just even hotter.
I've tried to build a profile to test the addon on mac via controllermate, then i gave up on life. ¿Do you have any built profile for controller mate?
A few years ago, I actually wrote the prominent PS3 config for ControllerMate. It's on their forums, but that won't work with the addon though. It's way more complex and it doesn't rely on having an addon do all the work for you. It also has alot of unnecessary bullshit like Spotify controls. If you want an idea on what to do for the mouse curve and stuff, you can check it out here: http://www.orderedbytes.com/forum/viewtopic.php?t=2011
I'll get around to making a ControllerMate profile for the PS4 controller eventually if you don't do it first.
I almost have something interesting. Now i need to figure out how to move the mouse and find wich settings work best for the stick calibration (death zone, etc)
Question: actually rebinding is not possible right? I mean square stands for action bar button 1, and in the controller menu, there is no pop up menu to change that. If this is in queue, don't rush for that, i only got curious to create a button layout in dominos. I can do that later.
Yes, rebinding works. Damn, I should probably be clearer about this. But it probably won't work with dominos. This is how you rebind one of the non-static buttons (without menu):
Considering you didn't know that and have been stuck with the default bindings, I'm going to add some guides to the binding palette to clarify how it works. Rebinding has worked since the first release, actually.
I see, and it is an amazing feature. Tomorrow i will test it with dominos. Let me share my experience.
At first launch of the addon i've seen a very logic mapping of the action bars: Square=1, Triangle=2, and so on. The learning curve of the logic behind those bindings is lighting fast, and very handy, so i had no reason to question it. I've seen the controller panel where appears all the binding in that table-like style. So cool they illuminate when you press them. Then i wanted to change the behavior of the targetting combos within the cross button. It worked as expected. As soon i clicked any of the cells of the cross row a menu appeared allowing me to bind a huge amount of actions and bind action bar buttons aswell.
After that, i tested (any specific purpose) to click any other cell and they didn't work. I expected the menu to pop up and allow me to manually change stuff, like targeting with the circle, for example. No succes so i thought it was buggy or not yet implemented.
Observation: while editing the cell on the cross row, the apearing menu allowed me to even bind action bar buttons. That made me assume that any cell would pop with that menu, cause their binding are foun in there.
Idea 1: Allow manually assign bindings like you do on the cross row and add a bro-tip to live-bind buttons by hobering and pressing your best combo.
Idea 2: Make the table somehow different to separate wich cells can be operated manually via the menu and wich cells have their interaction via the live-binding.
I would vote for idea one, cause is in my point of view what i expected to find by default. Knowing about the live-binding feature is something super great that speeds up the binding process, but somehow is not the basic feature i expected to find. It's like a plus of awesomeness
Should be clear enough!
Thank you!
A report on this topic
On behaviour:
Issues:
In the case of using a addon to stack action bars, this issue is moar present:
(Note: as you said live-binding don't work on dominos yet, but I least it shows the current spell bindings, so i plan to set my bindings on the default UI and then switch to dominos.)
Bug?:
In some situations, after succefully live-binding a slot, and after reloading UI, it keeps showing me the old combo, but this slot will be triggered with the new combo instead.
look at the main action bar, where it says L1+Circle, it should be simply right (direction).
Aesthetics: Now i understand better the logic on the control blocks. I would suggest to add a space between blocks to make their difference more evident. Now you placed a line to spearate the frames, and now some padding to give some air for the inside content will be aestetically pleasant, and help the user understand this logic.
The reason you see the old binding is probably because you have two bindings to the same button. Much like WoW usually handles multiple keybindings to one button, only one of the bindings will be shown. Nomod bindings are loaded first, so the hotkey graphics are overridden when the modified buttons are loaded.
I'm starting to think this binding palette is too big and too complex. I wanted to give a great overview of all the bindings but it seems to fail in that endavour. It's pretty confusing. The binding feature was added because it's painful to click around in drop downs with the controller, but it doesn't seem to work all that great on low res screens.
oh yes, In this case i play with a low res screen. forgot to mention that. I didn't understand the gfragment about double binding. i have resetted the addon and i have the wow bindings on default. dunno how this could happen.
What I meant was that the button (ActionButton8) has both L1+Circle AND "Right" assigned to it in the binding palette. This is what causes the old graphic to appear on the button. If you rebind L1+Circle to something else, "Right" should appear on your bar.
Oh, i see. Then i wonder how i managed to set "right" as the secondary bind. Note that in the case of "left", i pressed it onto "L1+Square", and it has put itself as the main binding.
In the case of right i did the same. I mean i did all that binding at the same moment with the same pattern.
Suggestion: ¿Would it be ok to clear whatever binding you have in this slot whenever you set a new combo?
Weird. I'll refine some of the behaviour.
The problem I find with "swapping" bindings is that players might want two buttons to do the same thing. I see no reason why this shouldn't be allowed, as Blizzard allows it in their own key bindings.
I'm going to close this thread because it's getting too long. Here's the new thread: https://github.com/seblindfors/ConsolePort/issues/4
I've temporarily removed restrictions to the binding palette so you should be able to bind with dominos. Haven't tried it personally, so I might be wrong about that. I've also added animations to the binding palette, to clearly show when you rebind something. I will upload the next build in less than half an hour.
Please refer to the new thread for feedback going forward. :wink:
Use this thread to post general feedback. What you should post here:
What you shouldn't post here: