The Following User Says Thank You to qgil For This Useful Post: | ||
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2009-11-19
, 12:43
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Posts: 341 |
Thanked: 607 times |
Joined on Dec 2008
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#32
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At this very point of time we need more work on interface / interaction design than pure graphics design. Although if someone provides better graphics than the ones currently in use we won't reject them.But the app looks ok already.
For instance, how does the Settings page look like? How are we going to organize the Menu options? Nobody knows for sure today and it would be good to have someone able to play with Qt Designer or at least faster than me producing purely visual mockups for discussion.
There are Miniature builds that run on the Maemo 5 SDK, the N900 and the Ubuntu desktop. Give them a try, any proposals for improvement are welcome in any form!
Another example: hopefully one of these days Miniature will learn the legal moves, and therefore will be able to identify the illegal. How should they be reflected in the UI? My current assumption is:
1 - User selects a piece with one tap. Piece shows highlighted.
2 - User selects destination square with a second tap.
3 - Destination square turns red with some transparency for 0.2 seconds.
4 - Original peace is still selected and highlighted.
5 - Repeat 3 if user selects a wrong square again.
The Following User Says Thank You to kanishou For This Useful Post: | ||
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2009-11-19
, 13:00
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Posts: 341 |
Thanked: 607 times |
Joined on Dec 2008
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#33
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I went through my current task of defining possible game endings. I was amazed about the amount of possibilities!
Please check whether you still miss a potential game ending at http://wiki.maemo.org/Miniature/Deve..._after_a_match
An opportunity of contribution for native English speakers (or equivalent) with a clue of chess: proposals for text strings accepted. The shorter the better. The more chess standard vocabulary used the better. Let's make life easy for translators.
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2009-11-20
, 21:54
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Posts: 3,105 |
Thanked: 11,088 times |
Joined on Jul 2007
@ Mountain View (CA, USA)
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#34
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An opportunity of contribution for native English speakers (or equivalent) with a clue of chess: proposals for text strings accepted. The shorter the better. The more chess standard vocabulary used the better. Let's make life easy for translators.
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2009-11-21
, 06:00
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Posts: 805 |
Thanked: 440 times |
Joined on Aug 2009
@ Mississauga, On
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#35
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2009-11-21
, 08:03
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Posts: 3,105 |
Thanked: 11,088 times |
Joined on Jul 2007
@ Mountain View (CA, USA)
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#36
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2009-11-21
, 08:11
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Posts: 3,105 |
Thanked: 11,088 times |
Joined on Jul 2007
@ Mountain View (CA, USA)
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#37
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I've been away for a bit due to some personal issues, but I'm back! What artwork can I help out with?
The Following User Says Thank You to qgil For This Useful Post: | ||
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2009-11-21
, 08:18
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Posts: 805 |
Thanked: 440 times |
Joined on Aug 2009
@ Mississauga, On
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#38
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The Following User Says Thank You to joshua.maverick For This Useful Post: | ||
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2009-11-21
, 16:31
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Posts: 148 |
Thanked: 199 times |
Joined on Nov 2009
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#39
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What format would the animations have to be in? I can animate in Flash np, but I what should I output as?
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2009-11-21
, 16:40
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Posts: 341 |
Thanked: 607 times |
Joined on Dec 2008
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#40
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Yeah, difficult question for us. So far we tried to keep everything scalable. I am not sure how well animated SVG would work for us; we'd have to extend the Webkit hack we currently use (since QtSvg is not very capable).
How is proper scaling for different resolutions approached in the Flash world?
The Following User Says Thank You to kanishou For This Useful Post: | ||
For instance, how does the Settings page look like? How are we going to organize the Menu options? Nobody knows for sure today and it would be good to have someone able to play with Qt Designer or at least faster than me producing purely visual mockups for discussion.
There are Miniature builds that run on the Maemo 5 SDK, the N900 and the Ubuntu desktop. Give them a try, any proposals for improvement are welcome in any form!
Another example: hopefully one of these days Miniature will learn the legal moves, and therefore will be able to identify the illegal. How should they be reflected in the UI? My current assumption is:
1 - User selects a piece with one tap. Piece shows highlighted.
2 - User selects destination square with a second tap.
3 - Destination square turns red with some transparency for 0.2 seconds.
4 - Original peace is still selected and highlighted.
5 - Repeat 3 if user selects a wrong square again.
However, discussing UI without mockups is slow and prone to fail due to different people drawing differently in their minds even if reading the same text. I can play with GIMP / Inkscape but I'm damn slow. I have the ideas and some skills to express them in text fast, but beyond that...