How do I decide the dimensions of my dialogs in the Starcraft II Galaxy Editor? I've tried the
Galaxy++ Editor, but it does not seem very accurate and when I use the numbers that they provided me with, the dialog seems really messed up.
Is there a better way for me to decide the width, offset, height, etc. of my dialogs?
I typically offset my dialog items from the edges of the dialog and other dialog items by 25. With buttons i tend to go with the default 200, 50, unless I have more text or some kind of emphasis to put on the button. Even so, I'll frequently make changes and use the test map button a lot to see how it looks. One thing that can make changes easy is if you set the basic dimensions you want in the local variables, then base the rest of the stuff on arithmetic using those variables.
For example I might do something like
Local variables
Button Width = 200
Then for all the button widths I'll set it equal to that variable. For the dialog width, I'll set it to button width + 50 (since I like to have 25 on both sides of the button). That way I can easily make a change to all the buttons' and the dialog's width by just changing that local variable.
I typically offset my dialog items from the edges of the dialog and other dialog items by 25. With buttons i tend to go with the default 200, 50, unless I have more text or some kind of emphasis to put on the button. Even so, I'll frequently make changes and use the test map button a lot to see how it looks. One thing that can make changes easy is if you set the basic dimensions you want in the local variables, then base the rest of the stuff on arithmetic using those variables.
For example I might do something like Local variables Button Width = 200
Then for all the button widths I'll set it equal to that variable. For the dialog width, I'll set it to button width + 50 (since I like to have 25 on both sides of the button). That way I can easily make a change to all the buttons' and the dialog's width by just changing that local variable.
Thanks for your response, but do you know of any software or something like that, to help me decide my dialog dimensions?
go the hard way, we all did. set your dialog, show it on gamestart, start sc2, close it, change values, start sc2, close it, adjust values, start sc2,.....
go the hard way, we all did. set your dialog, show it on gamestart, start sc2, close it, change values, start sc2, close it, adjust values, start sc2,.....
I know vindicatordotdalls/vindicator/Wade/the guy who made/overhauled MineralZ (the new one) created his own map where you can create your own dialogs in game, with text commands, arrow keys and clicks. A really neat creation; then after you make it, so can have it spit out the sizes and file names of what you made; so you can make them in the editor. Good luck getting someone to share something so kickass though.
I have done a lot of dialog based UI work; and trial and error is the way to go; sadly. You kinda get a feel for dimensions after a while.
My biggest tip would be to attach as much to the top left as possible; and test the files in windowed mode (which shows the lowest resolution the game can be played at). When resolution changes, your dialogs do not change size as fast. If you make a perfect dialog to be viewed at 1080P, then somoene with a weaker computer plays it at 720P, or 800X600 (whatever) the dialog will be a different size; and often times overlap things it shouldnt, or go off the screen. Top left is always top left though.
I know vindicatordotdalls/vindicator/Wade/the guy who made/overhauled MineralZ (the new one)created his own map where you can create your own dialogs in game, with text commands, arrow keys and clicks.A really neat creation; then after you make it, so can have it spit out the sizes and file names of what you made; so you can make them in the editor.Good luck getting someone to share something so kickass though.
I have done a lot of dialog based UI work; and trial and error is the way to go; sadly.You kinda get a feel for dimensions after a while.
My biggest tip would be to attach as much to the top left as possible; and test the files in windowed mode (which shows the lowest resolution the game can be played at).When resolution changes, your dialogs do not change size as fast.If you make a perfect dialog to be viewed at 1080P, then somoene with a weaker computer plays it at 720P, or 800X600 (whatever) the dialog will be a different size; and often times overlap things it shouldnt, or go off the screen.Top left is always top left though.
Another tip I found to speed up the process and make things neater is to use sub dialogs. If you create dialog items and stick them directly on the dialog it will be very hard to change things without overlapping/effecting other elements.
For a real world example I have a menu with 10 checkboxes, an image, 4 sliders, another image and then a button. I created 5 seperate dialogs and attached them to the parent dialog. By grouping the dialog elements like that you can move them around and resize them much easier.
I've asked this here but no answers.
How do I decide the dimensions of my dialogs in the Starcraft II Galaxy Editor? I've tried the
Galaxy++ Editor
, but it does not seem very accurate and when I use the numbers that they provided me with, the dialog seems really messed up.Is there a better way for me to decide the width, offset, height, etc. of my dialogs?
I typically offset my dialog items from the edges of the dialog and other dialog items by 25. With buttons i tend to go with the default 200, 50, unless I have more text or some kind of emphasis to put on the button. Even so, I'll frequently make changes and use the test map button a lot to see how it looks. One thing that can make changes easy is if you set the basic dimensions you want in the local variables, then base the rest of the stuff on arithmetic using those variables.
For example I might do something like
Local variables
Button Width = 200
Then for all the button widths I'll set it equal to that variable. For the dialog width, I'll set it to button width + 50 (since I like to have 25 on both sides of the button). That way I can easily make a change to all the buttons' and the dialog's width by just changing that local variable.
Thanks for your response, but do you know of any software or something like that, to help me decide my dialog dimensions?
@Chris97Ong: Go
go the hard way, we all did. set your dialog, show it on gamestart, start sc2, close it, change values, start sc2, close it, adjust values, start sc2,.....
It takes forever....... I need a shortcut :D
Funky is correct. This is how people do it.
I know vindicatordotdalls/vindicator/Wade/the guy who made/overhauled MineralZ (the new one) created his own map where you can create your own dialogs in game, with text commands, arrow keys and clicks. A really neat creation; then after you make it, so can have it spit out the sizes and file names of what you made; so you can make them in the editor. Good luck getting someone to share something so kickass though.
I have done a lot of dialog based UI work; and trial and error is the way to go; sadly. You kinda get a feel for dimensions after a while.
My biggest tip would be to attach as much to the top left as possible; and test the files in windowed mode (which shows the lowest resolution the game can be played at). When resolution changes, your dialogs do not change size as fast. If you make a perfect dialog to be viewed at 1080P, then somoene with a weaker computer plays it at 720P, or 800X600 (whatever) the dialog will be a different size; and often times overlap things it shouldnt, or go off the screen. Top left is always top left though.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
:((
Another tip I found to speed up the process and make things neater is to use sub dialogs. If you create dialog items and stick them directly on the dialog it will be very hard to change things without overlapping/effecting other elements.
For a real world example I have a menu with 10 checkboxes, an image, 4 sliders, another image and then a button. I created 5 seperate dialogs and attached them to the parent dialog. By grouping the dialog elements like that you can move them around and resize them much easier.
@finiteturtles: Go
That's what panels are for. In fact, I mostly just create one invisible fullscreen dialog and everything else is done with panels.
I haven't really needed any additional flexibility which panels provide. So haven't explored them.