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Feature request: Improving icon visibility #13008
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I like that you put stealth bombers for this example ;) |
The unit icon is surrounded by a circle, currently that whole thing is transparent'd |
I'd considered that, but the icon representation would remain obscured,
imo. Your solution would help reveal the quantity of units available, and
their positioning - a useful boost for those other units scattered around,
but still may not be enough for the purpose of having the icon. Otherwise,
there's really no point in rendered sprites having one.
Which raises a thought, is it actually necessary to have icons on rendered
sprites?
If it'd help I can create mockups of any direction you'd like to try.
…On Fri, Feb 28, 2025, 9:02 AM Yair Morgenstern ***@***.***> wrote:
The unit icon is surrounded by a circle, currently that whole thing is
transparent'd
I think the answer should be - the icons on the circle should be
transparent, but not the circle itself
This could be fiddly to implement though :|
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<#13008 (comment)>
The unit icon is surrounded by a circle, currently that whole thing is
transparent'd
I think the answer should be - the icons on the circle should be
transparent, but not the circle itself
This could be fiddly to implement though :|
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<#13008 (comment)>,
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Definitely, they're the source of truth |
Before creating
Problem Description
Long-standing issue I've had with Unciv world screen icons. Some civs icons are hard to see at best in certain scenarios, impossible to tell without focused effort in others.
Combination of factors include:
There may be other reasons also.
The end result, as a present example, using my current tileset mod with stronger primary colors, and Korea which uses strong primaries also, icon differentiation is sketch.
Related Issue Links
No response
Desired Solution
A proposed simple solution. Render the icon twice. First layer is the icon colored black, scaled +5% or so. Second layer is the usual icon render. We now have a black border to cleanly display the icon, same technique unitset icons generally apply for visibility.
Alternative Approaches
The whole circle area could have a 50% opaque backdrop too which might help. The icon border effect sounds more visually interesting.
I'd tried unbordered unit sprites not long ago, stripping down a few from FantasyHex as well as new sprites. Same result - where are the units? 👀👀👀😲 so I reapplied the borders but at 90% opacity for a slight anti-aliased effect against the tile. Subtle!
I suppose a cheaper solution could be applying such a border when building the atlas but that wouldn't be consistent unless applied at runtime, and that's still an android no-go.
Additional Context
Icons could be made isometric 3d, now that'd be fancy.
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