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While in a game, there are the four main buttons on the bottom of the screen (undo, buy unit, buy castle, end turn). The problem I have with these buttons is that they span the whole lower section. When you move the map such that there are movable units on the same level as the buttons, you can't access them anymore unless you move the map once more. That in and of itself isn't problematic, but the issue I have with this situation is that it is either hard to recognize when this happens and you accidentally clicked one of the buttons or even devastating for your position in some situations. Hard to recognize, if you triggered either of the buy buttons or the undo, as the change on the map usually is rather minor and not directly apparent, devastating if you triggered the end turn button instead of picking up a unit.
To solve this, I would suggest to either make the buttons smaller such that their hit-boxes are only slightly larger than the icons themselves. Alternatively (or in addition), it would already be a huge improvement, if these buttons had a visible outline/hit-box. If I saw that below some line all area is assigned to some of the buttons, I would immediately know, not to try to select a unit that is shown below that line (the upper border of the four buttons).
If you don't shrink the buttons, you might as well consider making the (floating) buttons non-see-through. There already is the floating menu button that also hides some parts of the map and that's no problem either.
The text was updated successfully, but these errors were encountered:
Similar to #14.
I agree that the current solution is suboptimal.
I made the buttons and hitboxes rather big to make sure they are easy to reach even on phones. However, especially on the desktop, I consider them a bit to large. This is a little tricky to solve because I want the UI to be responsive and the capabilities of the UI framework are limited.
Because the buttons can be so big, I don't want to block the view on the map completely. A semi-transparent background as suggested by @teeks99 could help with that.
Using floating buttons could be an alternative. But it feel like having a horizontal row of big, floating buttons is pretty uncommon and might look weird.
oh, sorry, wasn't searching for similar issues this time, but I still think that I added additional information/ideas to justify this post (even if I should have put them in the linked issue instead).
While in a game, there are the four main buttons on the bottom of the screen (undo, buy unit, buy castle, end turn). The problem I have with these buttons is that they span the whole lower section. When you move the map such that there are movable units on the same level as the buttons, you can't access them anymore unless you move the map once more. That in and of itself isn't problematic, but the issue I have with this situation is that it is either hard to recognize when this happens and you accidentally clicked one of the buttons or even devastating for your position in some situations. Hard to recognize, if you triggered either of the buy buttons or the undo, as the change on the map usually is rather minor and not directly apparent, devastating if you triggered the end turn button instead of picking up a unit.
To solve this, I would suggest to either make the buttons smaller such that their hit-boxes are only slightly larger than the icons themselves. Alternatively (or in addition), it would already be a huge improvement, if these buttons had a visible outline/hit-box. If I saw that below some line all area is assigned to some of the buttons, I would immediately know, not to try to select a unit that is shown below that line (the upper border of the four buttons).
If you don't shrink the buttons, you might as well consider making the (floating) buttons non-see-through. There already is the floating menu button that also hides some parts of the map and that's no problem either.
The text was updated successfully, but these errors were encountered: