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Found 19 results

  1. It is a nice update , this pumkin one , but I still are missing some things : I would like to be able to use my godpower to help fish , hunt , kill animals . Also I want able to put the raw materials into the store building myself When a gravedigger is picking up a body , it should use a cart to pick up all the dead and move them directly all together. Saves time and is more realistic I would like to see , when I give a building built a prioritise option.. that I get some kind of feedback of it.. Maybe in the building list . Or maybe the building itself could get another additional icon above it , showing us that is prioritized. Also I have no clue how many building built you can prioritize. When you move the camera view around.. the camera does not feel natural. The center of the movement is not really the place where the mouse is. It should work better that we have better controls in moving around our world. I want to be able to fish myself during winter. I am a god. I sure do not have to worry about some little thing as the water being frozen. I can melt it down , get the fish and drop it into an eatery. I want a better audio /visual feedback on using godpowers. I only look now at my godpower number to see if it is going down. That way I can tell if my power has worked. When upgrading a building , the old building should still be in use and not destroyed and to built again. Just make an animation that a current building is updated. I would like to be able to built non upgradable buildings as soon as I can built upgrades.. I do not want to loose a game , just because I loose water when I upgrade my only waterpump.. Yes that is it what I can tell now.. On a technical aspect. I really would like to see less processor usage during gaming. The game now lags and stutters a lot.. Previous builts I was able to play without any stutter.
  2. Trello Error using internal Bug Reporting Tool Operating System: Linux (openSuSE Linux 42.2 Leap (KDE Plasma Desktop 5; Kernel 4.4.62-18.6-default ; xorg-x11-server 7.6_1.18.3; nVidia proprietary drivers 375.66.)) Brief BUG/Glitch Description: Trying to submit a bug report fails with Trello RPC API errors. How do you replicate this issue EXACTLY (Required!): 1. Attempt to submit a bug report in-game 2. Receive a pop-up about Trello RPC API errors. This might be due to downtime for the bug report system. In that case the response should be something similar to "Bug Reporting in-Game is temporarily not available. Please try again later." Module: UI Computer specs: Intel i7-6700K @ 4Ghz; 16GiB DDR4 RAM; 2x EVGA nVidia GTX 970
  3. Notifications garbled

    Notifications garbled Version of the current build: 0.0.15-Windy-20170501 Operating System: Windows 10 - 64-bit Brief BUG/Glitch Description: Upgrade notifications show garbled text (weird font/broken font?) for small notification window . How do you replicate this issue EXACTLY (Required!): Select an upgrade from the epicenter, wait for it to finish. Once done, subsequent upgrades (some not all) will show garbled text on the small notification window. Module: Text Computer specs: CPU - Intel Core i5-6500 (3.20GHz) GPU - NVIDIA Geforce GTX 960 (4GB model) Motherboard - Gigabyte Z170N-Gaming 5 RAM - 16GB SSD Drive install
  4. Default Building Texture in Build Menu Version of the current build: V.0.0.14.4068 Operating System: Windows 10 Brief BUG/Glitch Description: If the game is paused when you first open the build menu, all buildings have their default 'coming soon' texture (see image) . How do you replicate this issue EXACTLY (Required!): Start game, place epicentre, pause, click build menu. Module: User Interface
  5. Multiple Buildings Selected

    Multiple Buildings Selected This one is a laugh: Version of the current build: V.0.0.14 Operating System: Windows 10 Brief BUG/Glitch Description: By selecting multiple buildings while the game is paused, they stack upon each other and cannot be canceled. Clicking to place them once unpaused will only place the last building you selected, but all the other building outlines will now hang around on your cursor, and cannot be removed. (pressing escape will allow you to bring up the menu with the building outlines still visable) . How do you replicate this issue EXACTLY (Required!): Once paused, this bug happens every time and on two computers that I have tried. Module: User Interface? Edit: forgot to add screenshot
  6. Graphics Settings Bug

    Graphics Settings Bug Version 0.0.14.4068 In the graphics settings, the arrow directions do not match setting changes (i.e, the right arrow on a setting sometimes increases that option while for other settings it decreases.) Examples: pixel lights right arrow = increase Shadow resolution right arrow = increase Shader quality right arrow = decrease Texture res right arrow = decrease Planet Detail right arrow = increase V-sync right arrow (this one is the strangest) = none->full-half The rest are all right = increase Also, I know this is a minor problem but the settings should cycle.
  7. Unit list does not clip to window As seen in 0.12 and 0.13, the unit list may not clip to the pop-up window for units. Version of the current build: V.0.0.14 Operating System: openSUSE Linux 42.2 Brief BUG/Glitch Description: Unit list does not clip to the unit list window . How do you replicate this issue EXACTLY (Required!): open the unit list window with more than 20 nuggets. Occurs randomly. Usually appears after other breakage such as AI pathing breakdown, empty stone huts with sleeping dead nuggets or infinite health buildings Module: User Interface Computer specs: CPU: i7-6700K, GPU: Geforce GTX 970 OC TI, RAM: 16GB DDR4. Like this
  8. Settings menu animations and hit-boxes Version: V.0.0.14 Operating System: Windows 10 Pro 64-bit (10.0.14393 Build 14393) Brief Description: The buttons in the Settings menu play their animations rapidly and indefinitely when the mouse is placed between the Graphics/Audio, and Game/Audio buttons. Additionally, the hit-boxes for the Game and Back buttons don't quite match up with their visual representations. How do you replicate this issue: Navigate to the game menu (ESC), and select the Settings button. Carefully position the mouse cursor between the Graphics and audio buttons. Do the same for the Game and Audio buttons. Move the mouse cursor to ~25% from the bottom of the Game button. Module: Visual Computer specs: Processor: Intel(R) Core(TM) i7-3770 CPU @ 3.40GHz, 3401 Mhz, 4 Core(s), 8 Logical Processor(s) RAM: Physical Memory 16.0 GB Display: NVIDIA GeForce GTX 970 Adapter RAM (1,048,576) bytes Driver Version 21.21.13.7878
  9. Placing blueprints and interaction with UI/HUD elements When a building is selected from the Construction menu, and the cursor is carrying the blueprint for a building, the blueprint can be placed when the News and History Log Panel ("news") button is selected. I would expect the news button (or any of the child news element buttons which appear above it) to block the placement of the blueprint. In my situation, I was placing a farm, and I wanted to select the news button to read the feed, but this placed the blueprint instead. Then I needed to click the news button once again, in order to see the news feed. The blueprint also "clicks through" the bottom panel. Given the transparency of the information panel at the bottom, this might be the desired behavior for some people. However, I would prefer the information panel to block the placement of blueprints. The placement behavior works as I would expect, when I have a blueprint ready to place, and mouse-over the information panels at the top of the screen. The blueprint becomes highlighted in a red glow, indicating that the blueprint will not be placed, so long as the mouse cursor is hovering over those three panels.
  10. Version of the current build: 0.0.v14.3843 Operating System: Windows 10 Brief BUG/Glitch Description: In the Graphics settings menu, when clicking the right arrow of an item: some settings go from low to high quality, other go from high to low. How do you replicate this issue EXACTLY: Examples of what happens when you click the right arrow on specific items of the Graphics menu: Shadow Resolution goes to Very High (ok) Shader Quality goes to low (reversed) Texture Res goes to low (reversed) Solution: All settings should be ordered from low (left) to high (right).
  11. Building suggestion

    Building suggestion Hey, These suggestions are things I noticed/missed while playing the game. 1) When placing buildings having the area outlined that other buildings are using, so that you can see when they would overlap. 2) When trying to place a new building and for some reason you can't, also show the reason instead of only turning the building red. 3) Have some grid lines or points where you can snap building to when holding a certain key, this would help people who like everything to be in line with each other. 4) Mark areas for housing, farming, ... so that the sweet little Nuggets don't build their love shack in the middle of an area the player wanted to use for farm lands. 5) The ability to pause/suspend buildings. These are some things I have used a lot in other God games / RTS and which I think might add an extra value to the game, especially for people with OCD tendencies created by a certain indie game where you mine and craft things a lot . And as a possible easter egg, if you have a desert planet, maybe have big sandworms or a written reference to them. Thanks for your time Ziggurat
  12. Build UI Bug

    Build UI Bug When using the Build UI the Hospital Info is constantly displaying regardless of whether or not I am hovering over it or another building.
  13. UI Scale - Small In 4K

    UI Scale - Small In 4K Hi all, I belive i have mentioned this before but was told it had been fixed in an update. But i still feel it is an issue, well for me it is anyway. I play the game in 4K (3840x2160) and i have set the UI Scale option to its max but the UI still feels too small on my big monitor in 4k. Its making it difficult to play the game but the most noticeable is any text is difficult to read. I feel that the UI needs to be at least double its size when the UI scale is on its max. I have attached 2 screenshots to show you what i mean. Hope this can be done, would make the game easier to play and lot more enjoyable.
  14. User Interface

    User Interface Will there be customization of the UI in The Universim? If so, how detailed? Color? Opacity? I would love an opaque white UI, as opposed to the current translucent blue.
  15. v0.10 game goes to black screen I've tried searching for similiar topics, nothing came up so here's a new one! Version: Stand alone PC What part of the system was the bug/issue encountered in: Ingame during a 'New Life' game Are you able to replicate the problem: Yes! Start a new game Hit escape Click settings Detailed description of the problem: The issue is that once I hit escape and enter the settings the screen goes black. I can hear the music in the background and I can see the mouse pointer with the ingame textures - the game itself is running fine. I, however, am seeing a black screen. I had this problem when I first started the game and had to put the V-Sync option to 60 in order to see the game at all after I clicked Start New Life. Chances are this is related. I`m running a dual monitor setup with and AMD 280x card on Windows 10, any info needed I`ll provide.
  16. No Zombies included first impression! Alright, well this was definitely a patch that garnishes more merit than the players will admit. This patch has finally given our neanderthal nuggets a brain! After the initial mac crash getting resolved, I was able to finally spend some time with the latest build and encountered some of the newest features. Planet: Lets start with the new planet mechanics. Snow is a very important detail to add to the seasons and I think it worked great (After I turned the snow effect to low). I still had some minor frame rate drops during winter time but now that the new hot fix is out, I'm able to retain a smooth fps for the other 3 seasons. I noticed that every time that I started a new game, there was an unusual scarcity of rocks on the planet. I'd have to scour the entire globe until I could find a reasonable pond which would be reasonably situated between a good amount of rocks and trees. I'm not sure if it is just for Mac users but on every new game, I'd really struggle finding any rock fields near the ponds. Suggestions: I've got a few ideas for the upcoming patch. In regards to everyone noticing the slow pace of the single witch doctor not being able to manufacture enough medicine to keep up with the patients; I think It'd be a good idea to have couriers be able to deliver herbs to witch doctors when they're reintroduced back into the game. Make it so that it's not a primary objective, but once the food and construction sites are attended too, order the couriers to go pick up some herbs, especially if the witch doctor is low on them (which was constantly lol). Also, I would love it if you could use god powers to pick up piles of resources for your nugget's convenience. Just add the ability to mow down some trees and then pick up the lumber and bring it for your nuggets to use. Bugs/errors: I noticed several odd behaviors coming from the nuggets in this patch, some being bizarre while others are easy code fixes to the ai. 1.) I noticed that occasionally, nuggets would bring too many resources to the construction site. I observed that this behavior was more prone to occur when stone huts were constructed on trees or rocks. 1.5) Along with the building placement, another error was that the huts were being built on top of bushes like in the last patch. The bush was still available for harvest. 2.) This is a small fix but I noticed nuggets not eating at a nearby eatery when there were free open seats available to them. This is just a code fix so nothing too big, but just a heads up. 3.) There was a malfunction with the farm. I might make a full bug report about this error but the jist was that one of my farms had grown a plant which was successfully harvested, but the animation of the full grown crop never disappeared even after they were harvested by a nugget. Good Things: Okay, now for the good stuff, because I feel like I'm being critical. The god power wheel was a great additional mechanic and I can see plenty of room for expansion in terms of additional god powers for more fun interactions with the nuggets. One amazing thing about the ai is that I didn't notice any of my nuggets clipping through the stone huts! This was actually incredible. For the longest time, it took the immersion out to see nuggets just clipping through huts but now that they have brains, they are smart enough to avoid running into their huts! There's also a lot that I could say about the ai, but I'll sum it up by saying that the lack of micro management was actually a good thing and I can't wait until all of the occupations are auto occupied. The UI for the job card was great too because you can now zoom in on the nugget from that screen and the location tool is now very accurate! I think that about sums up my initial reactions so far for this patch. I can't wait for things to start picking up now that some of the fundamental properties of the game are being completed. I'm really excited to see the city expansion mechanics and get bonfires and schools into gameplay along with reintroducing the animals with their ai. Once again, great job to all of the employees at Crytivo for continuing to create what will soon be the world's best god game!
  17. UI confusion over Assign: Specific and General The examples I will use as talking point for this concept is the Constructor's Hut and the Nugget "Role" assignment modal (e.g., builder, gatherer, etc). Problem Statement: The method used to assign roles to Nuggests (general) and the method to assign Nuggets to buildings as a key builder (specific) create interaction confusion that remains unresolved. Problem Hypothesis: The confusion is being caused because the cognitive load threshold (30 seconds) is perpetually exceeded on remembering things like - Where is X on the building menu? What incredible dance of assignment and un-assignment must I endure to get the specific Nugget I want assigned to the specific building AND activity I want (no, I don't want the builder about to keel over dead from hunger who is FINALLY eating!! I want the Builder who just became an adult and has a healthy back for me to almost break!!! )? Which of these three modals tells me the information I want to know again...(click... growl.... click.... growl....click.... finally.... growl)? Does this building's interface allow me to assign by clicking the empty resource window (click... growl) ok, no.... was it on this modal? (click growl) this one? (click... growl) So, the segregation between specific or general assignment causes the uncertainty that brings the cognitive overload that results in annoyance and frustration in the gaming room in the house that Jack built (so to say). Heh. Problem Outcomes: User is constantly having to "rethink" the entire work model to make decisions This sustainment of cognitive load ceiling through play results in: low level anxiety and frustration frequently missing game cues for new opportunities, content, etc (some of which are limited duration until negative effect; which contributes to #2.1) Suggested remed(y/ies): Find a treatment that allows contextually aligned assignment of a single Nugget to a single role AND a specific building AND a specific activity. For example: Nugget 1 is a nugget without ROLE or ASSIGNMENT Nugget 2 is a BUILDER without assignment. Nugget 2 is a BUILDER with general assignment to ANY BUILDING NEEDING A WORKER with general assignment rule of "MUST WORK FIRST FOUND OPEN SPOT" Nugget 3 is a BUILDER with general assignment to ANY BUILDING NEEDING A WORKER with specific assignment rule of "MUST WORK KEY WHEN OPEN" Nugget 4 is a BUILDER with specific assignment to ANY [BUILDING TYPE] NEEDING A WORKER OR MAINTENANCE with general assignment rule of "MUST WORK FIRST FOUND OPEN SPOT" Nugget 5 is a BUILDER with specific assignment to ANY [BUILDING TYPE] NEEDING [WORKER/MAINTENANCE] with specific assignment rule of "MUST WORK KEY WHEN OPEN" Consider a Nugget management screen that incorporates the current role and allows for both general and specific assignments and toggling of assignment rules Consider mandating that any building with assigned keys, foragers, etc will automatically pull from available Nuggets assigned to the general role who are unassigned OR have spare cycles AND are healthy enough to engage the task (Note: There are many more combinations, but this gives a good look at the concept) Also, you may want to check out Improbable.io and their SpatialOS; I suspect there are alignments you would savor and to be sure, it beats going the bespoke path.... particularly at this early state. If you do speak to them, tell them @thatphydra sent you.
  18. What client version you downloaded: Standalone - PC What part of the system was the bug/issue encountered in: Game Client Are you able to replicate the problem: Yes Detailed description of the problem: When selecting a crop in the farm menu the menu slider in in reverse, pulling the slider up takes you to the bottom pf the menu and visa versa
  19. Version: 0.0.2 Platform: Windows/Steam I moved into a storm with my camera and the screen showed a visual effect of water running down it, which I felt was a nice touch. However, after the storm ended the faint effect of water droplets around the corners of the screen didn't go away. Moving my camera all over the place didn't change anything either.
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