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ubai

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  1. It has been so long since I have played that I will have to re-install and play a bit, I will try and get some screenshots. Thanks, Matt
  2. Xenonauts 1 had a lot of "text walls" (comparatively speaking) that could just as easily use scalable fonts in a scrolling window. Also, if you have to use a lot of small static fonts, you might be able to use tooltips with a larger font that pop up. Unity also has built in UI scaling, maybe that can be used in places where the text might be small? I do understand that you have a limited amount of screen real estate, but I have seen a lot of game UIs that scale and still convey a lot of information. One of the best I have seen is Star Ruler 2, the interface scales just like a web browser using ctrl-+ and ctrl--, it's great (its code was also just released as open source). Thanks, Matt
  3. Sorry for the late reply/necro, but when I didn't hear back after a week or so I canceled my backing. I just recently discovered there had been an official reply. Even though I pulled my backing, I would still like to buy this game if the UI issues have been addressed. The problems are the worst on the strategy layer as you say, but the batlle UI has issues too. In general, the fonts are/were too small at 1920 x 1080 to be legible. So I guess I am checking back in to see if this has been addressed, or if it will ever be addressed. I noticed you said it hasn't been fixed "yet", so I hope that means it has been done or will be done by release. Thanks, Matt
  4. Hello, Although I enjoyed the first Xenonauts, I had a terrible time with the tiny, unreadable fonts, and so did a lot of other people. I also saw a post from Chris England saying they had seen enough complaints about this to fix it in Xenonauts 2. However, I just tried the demo and the fonts are exactly the same, and there doesn't appear to be any kind of text scaling option in the game. I backed this game, but I am thinking of canceling now. I really don't want to have to spend hours squinting at a screen, especially after receiving assurances that this would be fixed. Has this been addressed in a later build? If not, I would like to know up front. Thanks, Matt
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