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Post by slayernz on Jul 7, 2013 19:05:25 GMT -5
Sooo ... I have three of my knights using their fists in defiance against the Xeno hoard. They've dealt with them with lots of enthusiasm. Now they're trundling off to their next threat. However, because they have their fist selected, I can't tell just how much ammo is left in their guns. Have they got 1 round left, or is their ammo empty? Ask yourself Xeno ... do you feel lucky? It would be great to see, at a glance, just how much ammo is available. This can be displayed on the lower part of the HUD It would mean you don't have to guess if you should hold back next round and shoot - or if you have no choice but to continue with the way of the exploding fist.
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Post by fallen on Jul 7, 2013 20:23:27 GMT -5
slayernz - that extra field was lost in the HUD redesign. We can try to readd. #TA-1674
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fortescue
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Post by fortescue on May 10, 2014 18:47:23 GMT -5
You could also just allow weapon swapping by tapping on the weapon icon on the unit you want to check ammo on. No new UI elements needed.
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Post by fallen on May 10, 2014 19:47:56 GMT -5
fortescue - cool idea, I've added it to that issue for consideration!
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fortescue
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Post by fortescue on May 10, 2014 21:04:34 GMT -5
Sure, why not both things? I already expected to be able to swap weapons when I tapped on the weapon icon and was surprised when I wasn't allowed to. Just seems natural to me.
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Post by Cory Trese on May 10, 2014 21:46:17 GMT -5
Sure, why not both things? I already expected to be able to swap weapons when I tapped on the weapon icon and was surprised when I wasn't allowed to. Just seems natural to me. I'm afraid that won't work. You see, the game runs on a variety of touch screens and we do our best to adhere to the Android UX design. We've got to avoid anti-patterns like nested touch handlers because they do not scale across the many different devices we support.
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fortescue
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Post by fortescue on May 11, 2014 8:48:50 GMT -5
Sure, why not both things? I already expected to be able to swap weapons when I tapped on the weapon icon and was surprised when I wasn't allowed to. Just seems natural to me. I'm afraid that won't work. You see, the game runs on a variety of touch screens and we do our best to adhere to the Android UX design. We've got to avoid anti-patterns like nested touch handlers because they do not scale across the many different devices we support. Oooh, good point. I forgot those were already touch areas. My inexperience with Android dev is showing
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Post by Cory Trese on May 11, 2014 11:39:46 GMT -5
I'm afraid that won't work. You see, the game runs on a variety of touch screens and we do our best to adhere to the Android UX design. We've got to avoid anti-patterns like nested touch handlers because they do not scale across the many different devices we support. Oooh, good point. I forgot those were already touch areas. My inexperience with Android dev is showing Well ... if you make another 1,000 Android development mistakes in public, you will catch up to me. =)
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fortescue
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Post by fortescue on May 11, 2014 15:35:36 GMT -5
Oooh, good point. I forgot those were already touch areas. My inexperience with Android dev is showing Well ... if you make another 1,000 Android development mistakes in public, you will catch up to me. =) I'll be happy to make the attempt! I'm a programmer by trade, but I have no love for my job making bank teller software in Visual .Net I'd actually really like to work with independent developers like yourselves some time on mobile games that aren't garbage (basically, just yours, with a few exceptions like Hoplite and Adventuring Company, which everyone should check out!).
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