Closed seblindfors closed 9 years ago
Hello, i'already binded stuff as i wanted for the test i was doing, so you can put restrictions again. I was just curios about something i'm gonna show you in a few minutes
I want to remove the restrictions anyway, to make it possible to select focus, change chat tabs, zoom in on map etc. Basically, whatever you want that is clickable in the interface. Right now, it might cause bugs if you try to bind stuff that is loaded on demand, such as Compact raid frames.
I'm going to implement a system for separate raid bindings, so that healers can load a separate set for raid groups where they can bind buttons to the raid frames.
Uploading the new build in a second. I think you'll love what I've done to the rebinding process :wink:
Can't wait to see!
Meanwhile, i'm gonna share some offtopic i did today. After seeing the way you display the combos in the game menu, it inspired me for an action bar layout for those tweaking lovers. (I personally prefer to leave the default WOW UI so i can upgrade the game without worrying about messing it up, but i really had to test that idea to see how it works)
Expanding the concept you put on the combo tooltip in the game menu, you find that the buttons are sorted by it's difficulty of reach. (The easiest button to reach is the square, while L1+Square is a bit harder, L2+Square is harder and L1+L2+Square is the hardest ) You can sort action bars using the same concept. In that way yo can easilly configure types of combos, or place spells on the grid depending on its relevance for your game play.
Here's a little heat map to explain the idea.
For example: The top row is used for the Main Spells, Rotation, Etc. Those are the easier buttons. From there for example we have that R1 column is dedicated to fast movement spells, and R2 column is dedicated to healing spells sorted on how much i love them in combat and so on.
Edit: I also guess a layout like this could help to improve some things: If you are spamming a spell that is placed on the red zone, you may reconsider placing it somewhere easier to reach.
The last three spells of each row (The blue box) are unbinded and they are for those fancy little things we have: Customes, shapeshifting, etc.
I've been playing a bit with it, and even though i'll go back to the default UI, the esperience was quite pleasant.
That's interesting. But I would argue that R1+R2 are the easiest buttons to reach, because you can click them even while turning the camera :wink:
Now, I'd like you to test two things for me.
oh... touché... I will reconsider those buttons.
Going to rebind stuff
Wow that is awesome!!! ¿Is there some kind of fading flash available? not the ant animation, just a plain white surface that fades to transparent like a flash bang? if not, don't worry :D I suggest that to use when unbinding keys (yay) and at the end of the traveling spell when he reaches its cell. The animation on the action bar is just perfect.
I did bind stuff in Dominos and Default UI, and it worked all perfectly.
As a side note, when you unbind stuff and re-open the controller window, things get funky:
How did you make that happen? I added a fix to prevent binding to config buttons, which will be included in the next build. I also added a "glove cursor" when the target button doesn't have an icon.
I hovered each cell and clicked the left mouse button (L3) and closed the window. Then after reopening, things appeared that funky. Also each unbind came with the ant animation highlight + the kick icon. Wich i guess it's a very appropiate bug
After investigating I found even more bugs. Looks like I rolled this out too soon. Rebinding the main action bar doesn't work properly, it just looks like it does. I've fixed this now along with a few other issues. Will upload new build now.
Edit: Can you check if you can still recreate the bug with build 0.2.23? I can't do it from the description you provided. Remember if you want to completely reset your bindings, you can type /cp resetAll
Oh! now i can't unbind from the controller panel.
It's intentional. There is a problem with the framework and empty bindings at the moment. I will add the ability to have empty bindings when it is completely bug free.
so no, i couldn't reproduce the bug :)
Gotta ask though. Why do you want empty bindings? :confused:
To be able to clear the whole thing and start binding from clean. Or to clean some mistakes.
That makes sense. I will get it working soon enough.
The bindings frame has been improved alot in the last build:
What do you mean?
You can now import settings from other characters, so you don't have to redo it all if you like a specific setup for all your characters.
Wow that's fantastic! didn't thought of that, since i've started trying the addon i did not pick up my main again.
I also fixed a major bug I completely overlooked. Your changed bindings used to get saved regardless if you pressed okay or cancel. The difference was that pressing okay would apply the changed bindings immediately and pressing cancel would apply them the next time you logged in.
I was wondering if I could trouble you for something else. You seem to enjoy making graphics anyway. I've gotten requests to make a quest item button that you can attach quest items to, so you don't have to keep dragging them to your bars.
I've added a PSD to the artwork folder called Extrabuttons, which contains all the existing extra action button graphics, some extra stuff and an instruction layer for the measurements. Maybe you could make something out of it that clearly explains both that it's for quest items and for use with the controller?
These are the existing extra button graphics:
Now that's beauty! I really love the idea. How it will behavior? each time you get a usable quest item this graphic will fade in and attach the item automatically?
By the graphic, i'm thinnking to pick one of those amazing frams, and add a circle with an exclamation symbol. This will help you recognize that frame as a questbutton frame.
Something like this:
Haha, that's actually quite nice looking. :wink:
Actually, I think it's a better approach to let the player decide on that issue. It's very common that you have at least one usable quest item in your bag, but that doesn't mean you want that button to show. I'm going to add a tooltip on items in the bag that prompts you to add it to the extra button.
You can do that by programming? I mean pic that asset from wow ui library and a smaller circle frame above with the quest symbol, wich will be a new graphic. Will it save weight?
"I'm going to add a tooltip on items in the bag that prompts you to add it to the extra button"
That's hot!
It will, but not by much. One of those buttons are only about 50kb, so it's not a heavy graphic. When it comes to memory usage, it doesn't affect the addon at all since all graphics are only loaded once when the game client is started. The problem I see with having that particular graphic is that it's not clear that it belongs specifically to the controller addon.
Something to this effect, a bit more customized:
Nice approach! I will try to find something similar, but not that PSX oriented. You know, there is a lot of hate out there xD
I mean to find something that can suit all fans, both psx and xbox
:laughing: Well, ideally I would like to keep it like everything else; one graphic for each setup.
oh, one gaphic for xbox, and another for psx layout?
Yes. But they should look fairly similar, just distinguished by the icons, more or less.
i like it!
Which file was the quest button that you used?
If you have a better suggestion than these, please send them :wink:
the quest symbol itself, is mine. the round frame is blizz ui
i like your idea, just will polish it a bit
Should I upload what I've done so far or are you making your own version?
yup please
Okay, I've added the layers to Extrabutton.psd in the group Example
You're going to love this.
And this deserves the aggro sound once you summon this frame :D
Just pushed that thing in case you want to work with it.
Holy shit! :smile:
This looks amazing. :wink:
^^
Interestingly, this is pretty much exactly what I imagined in my head before asking you to do this. Regarding the buttons flying out like that :smile:
Glad to hear :D hope it motivates with the process of converting caffeine into code.
I want to credit you for your work somehow. How would you like me to do that?
I don't know how it is done? A "thanks to:" into the readme file? Or don't mind, the pleasure to colaborate and do nice things is good enough
I'll make it happen somehow. Now I have to figure out how to add this in-game. Shouldn't be too problematic :wink:
Can't wait to see. Nowadays i had my struggle with usable quest items.
Quick preview. :stuck_out_tongue_winking_eye:
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