Chaosy
Tutorial Reviewer
- Joined
- Jun 9, 2011
- Messages
- 13,239
So I have spent the last few hours trying to make a basic UI system.
After a while I noticed I have 6 tabs of UI tutorials open, this is way too complex for something that should be VERY simple.
1. create background
2. create icon on top of the background
in html/css this would take me a minute at most.
css:
#bg {
#bg img {
html:
<div id="bg">
This took me almost one hour to figure out in wc3. Why?
1. There is no accessible list of default frames, or previewer so I know what they look like. A list like this should not be required through third party sources, and even if it was okay how is it useful without an image preview?
2. Who the fuck thought it was a good idea to make a relative scale from 0 to 0.8/0.6, ever heard of % ? or 0 to 1. Without looking up a tutorial I have no way of knowing what the max value is. Even if you want to keep this stupid scale the max value should be visible in the editor. And dont get me started on the fact that the max value does not reach the edge of the screen on widescreen monitors.
2b Why is there no way to position based on pixels? and not only relative units? (from what I could find at least)
3. Why are there no default values?? if I do not specify a position the frame does not appear. Why shouldn't it appear at 0,0 by default. If I do not specify a size it does not appear either, just make it 0.1 in size or something. This would make prototyping a 100 times easier. Not to mention cutting down on the required arguments like framepointtype which really should not be required to specify.
Just look at the UI systems that are supposed to simplify this process. They require a 20 page user manual. [JASS/AI] - UI Utils Manual this is not to throw shade at those trying to make such systems, but rather at the horrific base they have to build it on.
After a while I noticed I have 6 tabs of UI tutorials open, this is way too complex for something that should be VERY simple.
1. create background
2. create icon on top of the background
in html/css this would take me a minute at most.
css:
#bg {
background-image: url("bg.png");
}#bg img {
margin-left: 100px;
}html:
<div id="bg">
<img src="warden.png>
</div>This took me almost one hour to figure out in wc3. Why?
1. There is no accessible list of default frames, or previewer so I know what they look like. A list like this should not be required through third party sources, and even if it was okay how is it useful without an image preview?
2. Who the fuck thought it was a good idea to make a relative scale from 0 to 0.8/0.6, ever heard of % ? or 0 to 1. Without looking up a tutorial I have no way of knowing what the max value is. Even if you want to keep this stupid scale the max value should be visible in the editor. And dont get me started on the fact that the max value does not reach the edge of the screen on widescreen monitors.
2b Why is there no way to position based on pixels? and not only relative units? (from what I could find at least)
3. Why are there no default values?? if I do not specify a position the frame does not appear. Why shouldn't it appear at 0,0 by default. If I do not specify a size it does not appear either, just make it 0.1 in size or something. This would make prototyping a 100 times easier. Not to mention cutting down on the required arguments like framepointtype which really should not be required to specify.
Just look at the UI systems that are supposed to simplify this process. They require a 20 page user manual. [JASS/AI] - UI Utils Manual this is not to throw shade at those trying to make such systems, but rather at the horrific base they have to build it on.