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The in-game UI gets cluttered after a while since windows don't close automatically #990

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ikabod-kee opened this issue Feb 1, 2025 · 7 comments
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enhancement a new feature or improvement ui/ux

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@ikabod-kee
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@ikabod-kee ikabod-kee added enhancement a new feature or improvement ui/ux labels Feb 1, 2025
@IntegratedQuantum
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Is this the same as #608?

@ikabod-kee
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No, actually. This issue is for keeping a window open when you open your inventory. Though I suppose it's similar enough for me to just remove it.

While playtesting with friends, a common complaint they had was the UI being too clunky and the windows not closing. I also had this issue during yesterday's survival playtest.

@IntegratedQuantum
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Hmm, I see. I guess it is a different issue then, which would not be solved by #608.

@IntegratedQuantum IntegratedQuantum changed the title Pin Window button The in-game UI gets cluttered after a while since windows don't close automatically Feb 2, 2025
@IntegratedQuantum
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I'm not sure what's the right solution though. Another button, next to the one from #608 seems a bit too excessive.
Maybe we could merge both buttons though.

@careeoki
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careeoki commented Feb 2, 2025

An idea i had (for the pause menu) was that instead of opening a new window when you click a button, it just switches to the next menu. If the player wants to open it as a new window, they can middle click, like in a browser.
We would have to add a "back" button for this though.

@ikabod-kee
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Cubyz definitely needs a UI update XD

@IntegratedQuantum
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Cubyz definitely needs a UI update XD

Yeah, sadly I have to agree. Particularly I think there are many scaling issues, which are also the reason why we must have this unreasonably large text everywhere.

An idea i had (for the pause menu) was that instead of opening a new window when you click a button, it just switches to the next menu. If the player wants to open it as a new window, they can middle click, like in a browser.
We would have to add a "back" button for this though.

Yeah, that seems like a good idea. Though separate windows like this could be problematic.
The main question would be how to deal with the different content sizes between the different menus, but I guess we can just set a maximum size and then use a scroll bar.

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