EbonyRubberWolf
Banned via Warnings
- Joined
- Jul 25, 2010
- Messages
- 509
So it's one character for all time with you? Some dedication, that's for sure.Because apparently if a character is DLC, I will only occasionally want to play as them?
First: DLC characters are a lower priority in the hierarchy of information than on-board characters.If you assume that people actually want to play as DLC characters, don't all those same complaints apply to your DLC tab?
Second: It's still easier to navigate a pure-DLC menu versus scrolling through everything. If you know you want to play a DLC character, why would you think scrolling through the entire cast is easier?
How long does it take for you to get to the column that the character would be in, and then get to the row, and then select? Because I'm positive I can tap a single button on the 3DS touchscreen just a wee bit faster.It could also be done via the L and R buttons, and it could move over multiple columns at a time. That would not require many button presses. I specifically mentioned that earlier, but you ignored it apparently.
Protip: Having to scroll means you don't have instant information.Yeah, and a button press is terribad too
Then exactly how DO you navigate this magic menu of yours?I never said that. Learn to argue without straw men.
How doesn't it pertain to the subject at hand? You're introducing more and needless elements to a UI. I'm for simplifying and making the process more direct. It's almost like, gasp, I KNOW HOW TO DESIGN THINGS.Apparently you don't know what a non sequitur is.
What the hell are you on about? Elaborate, because I really can't DECIPHER what you're saying from that blurb.Because the columns maintain the same width from top to bottom?
You're saying I can't look at the width of the column separately from the height of the rows?
Each column is made up of 4 fighters' cells. Not sure how you think columns are part of a cell within that column.
School time! Negative space is 'unused' space commonly found in margins and between blocks of other elements, such as photos, text, or other items present in the design. The borders are negative space, and are incorporated into the design(note the larger bar at the bottom giving each cell gravity).And I don't know how your comment about negative space is relevant in any way to what I said.
So then, what's your point? Nothing changes the math on the 3DS CSS display.That would be a sensible thing to say, if anyone had suggested making the cells be a 16:9 width-to-height ratio. Which they didn't...
About goddamned time you noticed.Oh so you mean the screens are different? I hadn't noticed til now
The 3DS is the weaker and smaller of the two. It makes SENSE to use that as the metric after Sakurai SPECIFICALLY said that both rosters will be IDENTICAL. If there is a bottleneck, it will be the 3DS. So why the HELL are we even looking at the Wii U for ANY kind of metric?!If you think that the 3DS screen pre-determined the roster size, then yes.
Math adds up. I'm not even talking in the display sense! Lemme break it down for you(and this is going to go off-topic but hey I've gotta defend myself somehow):If you think that Sakurai put in the number of characters he wanted and then designed the CSS, then no.
We have 33 known characters.
There are three characters remaining to be confirmed on the Gematsu leak.
There are 15 unaccounted-for veterans.
33 + 3 + 15 = 51. Oh, wait, I'm wrong.
WAIT A SECOND! There's very strong evidence to suggest that there are four cuts to be made.
51 - 4 =... Wait for it... WAIT FOR IT.... 47!
Wow. It's almost like I designed this with the idea that I HAD 48 cells to put on the screen. And whaddya know, IT ALL FITS CLEANLY.
Your entire idea hinges on the hope and prayer Sakurai didn't just make 47 characters. My mockup is here, and everything fits. Where's yours?Your whole thing basically rests on Sakurai being constrained to 47 characters by the 3DS. If he chose to put in 50 characters, or 55, he would just find a way to make it work on the 3DS.
I'm saying he arrived at 47 characters, and found that, happily, it fit cleanly into the display. What a shocker. It's almost like, as you said, he's a designer.You're saying if he was at 49 characters, he would cut two of them? In order to maintain what is, in your view, the perfect 3DS menu? Because the menus are more important than the content, apparently?
"Your words," he says like he has some bulletproof "gotcha". Try rereading "my words" before you respond to triumphantly in the future.
Nothing I said implied that they should use 16:9 proportions on the 3DS, or use the same pictures pixel for pixel or something like that.
That 8x6 layout is readable for me but 1. fitting player tokens on cells becomes a lot harder 2. some character names are longer in different languages and 3. not everyone has as good eyesight and 4. Sakurai likes menu design and the 3DS poses a challenge - either make the boxes too small to look great, or make it scroll. I think he would prefer scrolling. Horizontal scrolling would be easy and intuitive to do using the L & R buttons, it would keep the character boxes looking nice, and it would allow the exact same layout as the Wii U.
Allowing the same layout as the Wii U is something that would appeal to Sakurai as well, since if he puts as much thought into the position of characters as the people in here are doing, it's a lot easier to not have to do it twice or come up with a unified character order that works on both.
it would allow the exact same layout as the Wii U
the exact same layout as the Wii U
I don't even need to type anything to make my point.the exact same layout as the Wii U
So maybe you should use proper terms then. So, rather than layout, which is the composition of a design or area, you mean character order. I see. They're so alike! So easy to misinterpret.Do you like, read people's posts and just assume they're saying the most idiotic thing, or do you consider that maybe people who aren't you aren't all idiots... and therefore they may have meant something different from that? Because what I said did not mean what you interpreted it to mean.
Read what I said again:
Now, read it again, while assuming that I'm not an idiot.
It should be quite obvious by context that when I said "layout", I meant positions of the characters relative to each other.
See where I said "position of characters" and "character order" in the same sentence where I use the word "layout" again, making it clear that they are referring to the same thing?
Got it now? Good.
And that assumption is hard not to make.
And yet, Brawl didn't. You think he chose 35 SPECIFICALLY for that nice rectangle? Oh man, are these the echoes of past design repeating themselves?!Except when he did in Melee.
So you're pipedreaming. Good to know you're dismissing any and all fact for that. Confirmed terrified of 47 + Random.Probably because you can't come up with something different to say. I hope you won't mind me skipping over your tiresome repetition.
Maybe because your opinions are not the obvious truth you clearly think them to be. Most people with theory of mind understand how others can have differing opinions.
Brawl.For example, I would prefer a larger roster to a perfectly rectangular CSS that fits everyone on the same 3DS screen. I am perfectly willing to scroll in exchange for more content. I also happen to think that Sakurai might agree, and pick the roster based on what content he would like to include, not based on what allows the ideal CSS on the 3DS.
Brawl.Apparently, to you, this is a bizarre and very wrong wrong WRONG thought.
The 3DS's top screen is a unique medium that has to be addressed specifically. You cannot hold the Wii U's UI designThis doesn't seem relevant to what I said.
to the 3DS's display. It does not work. There's no structure to it. What're your rules for UI design? 3 to a row? 4? 5? Where does it end and begin? It would be, no joke, at 52 characters, a 4 x 13 roster you'd have to scroll through. Do you not realize how dumb that sounds? And that's before DLC!the exact same layout as the Wii U
Just gonna preface my thoughts with the fact that I am in absolute terror at what I'm about to read. At least you're not an engineer, because someone would die.You realize I can still read the struck through text, right?
Your entire scientific experiment doesn't matter because you're not providing any control to the experiment! The 3DS offers a fixed place that can be evenly divided and speculated upon. The Wii U's CSS will be morphic and ever changing. They both have the same roster. WHICH WOULD BE EASIER TO SPECULATE ON, HMM. Let's all think for a sec!I went to a magnet school for science. I have two master degrees, one in linguistics and one in computer science. I have multiple published papers in academic journals.
My advice for you regarding science is that you won't be able to write a publishable journal article or convince anyone to collaborate with you if this is how you argue your case.
And another science tip: sample size is important. How many do we have here? Three previous games. You think there's something scientific about your argument?
You're right, I'd not mind to have a tornado off to the side while I work with experiments on balloons totally unrelated to tornadoes.
This isn't statistics, we're not trying to project political races or long-term climate evaluations, we're trying to get an idea of whether the fact that 48 cells of 50x40 px large fit cleanly onto the primary display of a console is important(protip: it is). Lemme guess, not someone who applies Occam's Razor all that much, huh?That depends entirely on the question.
Do you think "fewer variables is better" is some scientific principle? Because it's not. There are many models that I'm aware of (in my field anyway) which get cutting edge performance using positively enormous feature sets.
One must, of course, accurately estimate statistical significance and performance when doing so. If you look at, say, predicting presidential elections and pick out 40 variables, and 3 of them are significant at the 5% level... well, you checked 40 things, at a 5% p-value, you'd already expect two of them to appear to be significant by chance. Without a theoretical grounding behind your choices, just throwing all the variables you can think of, you must adjust your significance calculations to take that into account.
And when you use large feature sets, you must take care to ensure that you are not simply overfitting your training set. The use of dev and test sets, and procedures like multi-fold cross-validation are useful checks against overfitting.
Is that what you meant? Because that has nothing to do with what we're talking about. We have a sample size of 3 Smash games and a demo. None of these things are applicable. Nothing we do will reach statistical significance.
Which would be 5:4 per cell on the 3DS screen, because everything fits into place.Ummm, well... I would say that rectangles can have infinitely many ratios between their widths and heights, but there are pixels in this case, so it's not quite infinite. But suffice it to say, there are more options than 16:9 and 4:3, including many options between those two values.
I imagine that they would pick the proportions so as to attractively display the roster they created, whatever size that might be.
But also I measured the box, and it was 4:3. Now, in Brawl the proportions changed, so it's possible it might, you know, be slightly different from 4:3 on the full roster screen.
Because that is unfeasible, scrolling or no. With scrolling, it also becomes a pain in the ass to navigate past 50+ characters to get to the one you want. Whereas if you know you want DLC, a quick tap of the DLC CSS bottom means you can navigate another single-screen CSS. No scrolling.I wasn't comparing scrolling and hitting a button. I was just pointing out, given how much importance you put on everything be displayed on one screen, that it was incongruous that you were portraying the ease of adding a second screen for DLC as a positive. In that case, why not display all the characters, including DLC, on one screen?
Then start realizing why I keep doing that.Copypasta does not make you more persuasive, you know.
No, no, no no no no nononononononononononononooooooooooooooooooooooRequiring effort to physically see things is not the same as requiring effort to understand.
It's like saying printing the same story on two pages is harder to decipher than a printing the whole thing on one sheet. They have nothing to do with each other. They are just as easy to understand. Or do you understand books differently depending on whether they're printed in paperback or hardback (which usually comes with a different page count)?
I've seen multiple, blatant misreadings of my posts in your replies. I hope you can infer what I'm getting at.
Printing information on two pages is not analogous to reversing the letters in a sentence.
Would you like to attempt to explain why they are?
Be smarter! BE SMARTER!
This is a stupid semantic argument. The meaning applies to the text itself. If written well, it's easier to decipher than if written poorly or unusually. If I printed each letter of this sentence on a separate page, it would be much harder to decipher than if I'd printed it on a single line. This theory applies to the CSS as well.
I'm saying the path of least resistance is to organize their roster's information on a single screen. YOU are assuming there are more than 47 characters in the face of math that suggests otherwise.The menu is a rather minor part of development compared to the content.
You're saying the path of least resistance is to limit their content in order to fit with the menu screen, rather than to create the content the way they want it and then adapt the menu screen to fit it.
Wait for it.. Wait for it...You realize that the 3DS and Wii U home menus work kinda like this, right?
Tell me, what happens when you download something new on your 3DS? Are you incapable of finding it later?
YOU CAN ZOOM OUT TO DISPLAY EVERYTHING ON YOUR MENU. You may then zoom in to particular parts of interest. The spaces fit the space for the narrower lower screen.
Go ahead! Try it! I'll wait.
So if I picked Mario, and set my CPU opponent/ally as a Mii Fighter(assuming they're next to Random), and realize "wait, should probably practice against Bowser", I'd have to scroll ALL the way across the CSS to Mii Fighter, collect the token, and drag it back? Truly intuitive UI design, truly. And that's just 1v1. FFA would take a while..The CSS does not display tokens for people you are playing online.
It displays them for computers, if you have the option to choose the computer players. As you will be selecting the computer player yourself, and it will be visible on the lower screen, it's hard to see how the screen scrolling would make it hard to see who picked who. Is it in case you forgot in the ten seconds since you picked the computer's character and are incapable of looking at the lower screen?
Good god man, that token is microscopic!!! You can't be serious anymore right? The joke ends here right?
Get your eyes worked on. Maybe a darker outline would serve to aid the token's visibility, but it's unmistakable which belongs to which. By the way, check THIS out:Your just helping me prove my point that you can't shrink the tokens, it looks way too small.
Man, who IS that the tokens are smothering? So mean...