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Sebelumnya « 1 2 3 … 8 9 10 11 12 … 14 15 16 » Lanjut
oleh
2 bulan lalu
all of these comments come w/ the caveat that I haven't seen any of them in the game, only read the forums... #4 will disappoint Obi (I'm guessing) .. Mr 45,367 pending FR #6 I legit thought was a feature to know when your "back in the game" #7 I'm not going to like... I have a use case of: need to know player info, and a quick pop to the inventory display it #9 I like
oleh
2 bulan lalu
@Loki The Witful: Wow, thanks for these amazing videos! I couldn't have done it better myself! :D @Hummm: Can you use WebGL for one or two gaming sessions and see how change 7 (your biggest issue) feels in practice? I recognize the coolness of the 'double [Tab]' gesture and I know how fun it feels. But the new workflow is much better and faster: [Tab], glance, [Tab] and then the screen is clear. You no longer have to forcefully wait for a few seconds. The cool trick seems like a crutch in hindsight. Additionally I've cleared 4 (friend request sparks) with @obi- and they are okay with it. 6 (coin counter not ka-chinging) was indeed a bug, and just like 7 (player details lingering) we got used to it after years. Hope that others share some feedback, too!
oleh
2 bulan lalu
More testable user interface love: https://angeldu.st/static/webgl A.) Fullscreen banners for buying items no longer show the (negative) coin purchase value as transactions are now listed under the coin counter. Positive coin mutations (discoveries) are still shown to reward players. B.) Drawings and paintings in the shop and inventory are now merged into one batch and sorted alphabetically by title (in English). C.) Drawing and painting descriptions drop their category prefix and now use this format: "Artwork Title" (artist) D.) Renamed the 'Claim land' action item in the shop to appear less intimidating. E.) Added a text bouncing animation which is now used for buttons that were already emphasized with sparks. This adds even more attention value to them, enticing new players to register, play together, make friends and use the shop. F.) Added text bouncing animation to parts of in-game hints like unlockable materials, the block picker and claiming land. This emphasizes actions that will happen or need to be taken. G.) Added text bouncing animation for progress and action indicators like signing in, telecharger charging, buying items and controls configuration. H.) Placeholder text for input fields is slightly more opaque. Go test! :D @Hummm: I'm afraid "don't like it" isn't the type or quality of feedback I'm looking for. Like, how long did you try it? If you elaborate your use-case with details on what you need and why, I can consider it. Right now I'm straight ahead on my course, because it sounds like the old behavior wasn't exactly what you wanted either :-)
oleh
2 bulan lalu
well, yes, what I want is to have coins always displayed... (and I realize some don't want that, which is why I suggested the option) my work around was a quick toggle of inventory to satisfy the glance. with your change, it's up there even less ... it doesn't take 6 hours of testing to see that I'm still not getting what I want. As long as I'm ranting... because of the coin/level bug I'm (re)experiencing the modal popups telling me about aspects of the game (some are even social media... outside of the game) completely interferes with game flow... I suppose that's exactly your intention, but it's still annoying. :P oh... and since you're adding bouncing icons in the tele-charger bar (which I think is a cool change, even though doesn't help my main) ... how about adding a counter to the red fist(s) so I know how many I have. ---- B/C nice D .. I'm not seeing any change (comparing webgl to native) in general, bouncing animations are superior to modal popups
oleh
2 bulan lalu
Omg more new stuff for me to look at!!! I took a quick dive into some of it and wow!!! This gets better and better!!! More new features https://imgur.com/a/uF72xop
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