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Re: Proportional weapons production
PostPosted: 16 Mar 2013, 16:12
by T*AnTi-V!RuZz
Why that one? Because some (older) Laptops are only supporting this resolution.
Which one?

I dont know for sure but I think 800x600 or 1024×576.
I can't imagine anyone is using those resolutions anymore. If any, I should go for a minimum of 1024x768.
Edit:
I've looked it up. Only 0.5% of W3schools visitors visited with a resolution of 800x600 on January 13th.
http://www.w3schools.com/browsers/browsers_display.asp
1024x576 is at 0.09% worldwide..
http://screenresolution.org
Re: Proportional weapons production
PostPosted: 16 Mar 2013, 16:46
by Krom
We got number of requests to support 1024x576 and each time we design a menu we try to fit it into 576 height (even if we have to pack some of the items). So far it was quite possible. Also this is a good measure to limit number of elements on screen.
According to kamremake.com visitor stats (place in top10; resolution; visits; %):
11. 1024x600 128 1.04%
21. 800x600 23 0.19%
and few others, which sums up to ~2% of all visits.
P.S. That rule didn't applied to MapEd though - because it has very crowded pages (e.g. unit placement page).
Re: Proportional weapons production
PostPosted: 16 Mar 2013, 18:25
by Lewin
Yeah.. I keep forgetting about that. Anyway, is the logo below minimap really necessary ? I doesn't really do anything but it's taking precious space, perhaps it would be possible to hide it when using "minimal" resolution (or get rid of it completely) ?
*edit"
Speaking of which, it isn't visible in your screen shot.. ? Do I miss something ?
The logo automatically hides on small resolutions to gain us some extra space. As you say it's not really necessary.
1024x576 and 1024x600 was used in a number of very small laptops not so long ago (unlike 800x600 which is a VERY old resolution from back when KaM was released). My girlfriend has a 1024x576 laptop which she bought new about 4 years ago. As Krom said it was a significant proportion of visitors to our site using these resolutions and we received quite a few requests for them. We haven't had much trouble fitting everything to 576 because we can make things get smaller as you resize. Obviously the interface won't be as nice if you have a tiny screen, but it's still usable. If this means an extra 1 in 50 (2%) of KaM fans can run the Remake that's absolutely worthwhile to me
We don't support 800x600 because of the width (needed in the main menu). So far we've only had 1 request for 800x600, much less than we had for 1024x576 and 1024x600. Remember that KaM fans are a different population than the average internet survey since we have very few Americans and significant numbers from more usual places like Brazil and China. Thankfully we know what resolutions our visitors use so that can help us in deciding.
If you're interested in seeing how the game looks at the minimum resolution, put it into windowed mode and resize it to be as small as you can (it will stop you once you reach the minimum resolution).
Re: Proportional weapons production
PostPosted: 16 Mar 2013, 19:53
by The Dark Lord
I like Krom's idea, but
I think it needs to be a seperate button so the player knows he can click it. Otherwise the player won't naturally assume he can now click in that area where he couldn't click before. I think a button with an "!" in it would probably be best.
I fully agree with this. And people will still be confused if proportional weapon production becomes default all of a sudden. Also, looking at the screenshot... How is this going to fit?
Re: Proportional weapons production
PostPosted: 17 Mar 2013, 05:24
by Krom
Most of people wont be confused IMHO, because by the end of PT they will get what they ordered one way or another.
We don't have a good UI prototype yet, anyone please feel free to suggest one!
Re: Proportional weapons production
PostPosted: 17 Mar 2013, 12:45
by The Dark Lord
That's not really true, if I order 10 shields and 100 iron armour I won't have 10 shields after pt.
Re: Proportional weapons production
PostPosted: 17 Mar 2013, 13:24
by Krom
@TDL: Please explain, how is that not true.
Re: Proportional weapons production
PostPosted: 17 Mar 2013, 13:31
by The Dark Lord
Sorry. I mean: people have to set the priorities to be able to produce weapons sequentially. For me it isn't a problem, because I know it already. But people who don't know might assume it's just a 'bonus feature'. They don't know that proportional production is default now and that is probably pretty confusing.
Re: Proportional weapons production
PostPosted: 17 Mar 2013, 13:52
by H.A.H.
Mockup:
What does it mean? 50% of production capacity goes into the production of axes. The other 50% of production capacity goes into the production of lances and bows. There are 12 bows ordered (1 is currently in production).
What happens when you press '+' or '-'? In case the '%' is visible, it means that the values are skipped through: 0%, 25%, 33%, 50%, 66%, 75% and 100% (debatable). It checks whether total of all percentage orders is not higher than 100%. In the case a total of 100% is reached, all other order amounts are displayed in a dark-gray font, indicating it won't be produced at all. Same applies for 0% label. Whenever one wishes to increase one type of production above 100%, other jobs that are in percentual mode will decrease.
How do you switch between '%' and absolute orders? By pressing the icon of '%' or it's empty square. Default mode: the same as the old version (i.e. sequential production), and no '%' is shown.
Debate is possible on the exact mechanics. But I think that whenever one has no absolute orders and only percentages, it will be scaled up to 100% production, and the interface will reflect this accordingly. E.g. after all longbows are produced, it will display 100% axes-0 lances-0 longbows. Whenever one has a 100% production total, and one wishes to enter an absolute amount, the 100% will be reduced to 50% to accomodate the expectance of producing atleast the absolute amount.
P.S. The icons of the weapons still fit:

Re: Proportional weapons production
PostPosted: 17 Mar 2013, 14:16
by pawel95
I like the interface "changing" from H.A.H its simple and it doesnt take much space, so it should be also nice on smallest resolution.
Only thing is that it doesn´t look that "orignal" more like "just pasted between the + and the -"
What about that? :
Re: Proportional weapons production
PostPosted: 17 Mar 2013, 14:36
by H.A.H.
I like the interface "changing" from H.A.H its simple and it doesnt take much space, so it should be also nice on smallest resolution.
Only thing is that it doesn´t look that "orignal" more like "just pasted between the + and the -"

I tried them too, but it may not make sense when the '%' is after the '+', because it is the number that expressed in 100ths. Perhaps we can have a different icon and display the '%' after the amount, instead. As such:
We can even get rid of the '%' icon and not trade off any room by doing this:
Instead of a seperate icon, one now can click on the amount to change modes.
Re: Proportional weapons production
PostPosted: 17 Mar 2013, 14:39
by Krom
I don't like % approach in UI because it starts to look confusing. Maybe just a button with a star icon? (marking this order as top priority)
Re: Proportional weapons production
PostPosted: 17 Mar 2013, 14:43
by H.A.H.
A star does not exactly tell what it is going to do. And we can assume that K&M players know what percentages are, can't we?
Re: Proportional weapons production
PostPosted: 17 Mar 2013, 14:53
by pawel95
A star does not exactly tell what it is going to do. And we can assume that K&M players know what percentages are, can't we?
Yeah that´s the point. You should tell them what a star could stay for. A % has just one meaning,hasn´t it?
Or what do you think about NO button, just clicking on a field "Axes, lances,bows" and the numbers will change to percentages? So normal "classical" players won´t be confused and other new players(or just someone´s,who doesnt have any problem with bigger changes from TSK/TPR can try this one)
Re: Proportional weapons production
PostPosted: 17 Mar 2013, 17:43
by FeyBart
I kind of like HAH's approach. I wouldn't know any better way to make it fit in the UI.