Graalians

Graalians (https://www.graalians.com/forums/index.php)
-   Classic Future Improvements (https://www.graalians.com/forums/forumdisplay.php?f=26)
-   -   Quick Menu for Character Slots (https://www.graalians.com/forums/showthread.php?t=34906)

deadowl 03-24-2016 01:52 AM

Quick Menu for Character Slots
 
This would be an instance of a nested menu within the quick menu. The primary purpose would be to toggle character slots, but a cancel button and a button for access to the main character slots menu could also be listed in the submenu.

TheFatNoob 03-24-2016 05:48 AM

deadowl is the new Vladamir?

Pr0m4N V.14 03-24-2016 07:01 AM

They need to have one for maps and Darsines.

deadowl 03-24-2016 02:49 PM

Quote:

Posted by Pr0m4N V.14 (Post 687588)
They need to have one for maps and Darsines.

What the quick menu structure isn't good for: groups of items that can grow indefinitely. If there's greater than 8-10 items, but still largely finite in the most common use cases, it might make sense to add a toggle cycle feature to an item in the quick menu. If it's finite and up to 8-10 items, then it makes sense to have another menu.

I believe the current quick menu is based on the Warp Ring script I made from prewipe2 PC Classic (introduced shortly after that post), which in turn was based on the PermaClothes script from prewipe1 PC Classic (i.e. old version of character slots).

PermaClothes was basically a cycle toggle with a fixed number of characters represented by the head image, and the Warp Ring was a collection of location icons rotated with keyboard controls such that the top item was always the selected item.

So if my logic is correct, the current quick menu is ultimately based on a really old version of character slots.

Dusty 03-24-2016 03:22 PM

Quote:

Posted by deadowl (Post 687659)
I believe the current quick menu is based on the Warp Ring script I made from prewipe2 PC Classic

Nope.

Pr0m4N V.14 03-25-2016 12:09 AM

Quote:

Posted by deadowl (Post 687659)
What the quick menu structure isn't good for: groups of items that can grow indefinitely. If there's greater than 8-10 items, but still largely finite in the most common use cases, it might make sense to add a toggle cycle feature to an item in the quick menu. If it's finite and up to 8-10 items, then it makes sense to have another menu.

I believe the current quick menu is based on the Warp Ring script I made from prewipe2 PC Classic (introduced shortly after that post), which in turn was based on the PermaClothes script from prewipe1 PC Classic (i.e. old version of character slots).

PermaClothes was basically a cycle toggle with a fixed number of characters represented by the head image, and the Warp Ring was a collection of location icons rotated with keyboard controls such that the top item was always the selected item.

So if my logic is correct, the current quick menu is ultimately based on a really old version of character slots.

No, like you can set a slot for the menu for your darsine, etc

deadowl 03-25-2016 03:53 AM

Quote:

Posted by Dusty (Post 687665)
Nope.

The icon positioning is pretty similar, so forgive me. The quick menu definitely meets Fitt's Law better than other similar UX designs in Graal, and I haven't seen this form proposed in many years for any project despite my own attachment to it (i.e. right-click-style context menus won out). What did you base it off of?

Dusty 03-25-2016 03:10 PM

Quote:

Posted by deadowl (Post 687870)
The icon positioning is pretty similar, so forgive me. The quick menu definitely meets Fitt's Law better than other similar UX designs in Graal, and I haven't seen this form proposed in many years for any project despite my own attachment to it (i.e. right-click-style context menus won out). What did you base it off of?

Pretty much every ring menu that has existed before. Secret of Mana is probably the most well-known. Konidias also had one on his Oasis server waaaaay back as well. Not that I directly inspired from these, I just figured it made the most sense with touch-input.

deadowl 03-25-2016 05:14 PM

Quote:

Posted by Dusty (Post 687969)
Pretty much every ring menu that has existed before. Secret of Mana is probably the most well-known. Konidias also had one on his Oasis server waaaaay back as well. Not that I directly inspired from these, I just figured it made the most sense with touch-input.

Ahh... never played Secret of Mana. The most cited problem with ring menus in the sense that they're implemented for touch is that changing them breaks muscle memory in scenarios where a vertical menu doesn't.

Zideruic 03-27-2016 11:45 AM

It'd be pretty nice if furniture had access to a similar quick menu.


All times are GMT. The time now is 08:34 AM.

Powered by vBulletin/Copyright ©2000 - 2026, vBulletin Solutions Inc.