ThaRoadWarrior said: I assume that this has been thoroughly tested on iOS, but I do have a bit of concern that losing the padding on the tiles down at the bottom of the screen will result in accidentally swiping up the ap as if I were going to try changing apps when interacting with bottom-row matches. Right now there is a fairly decent margin/padding between that grab point provided by iOS, but the closer you put those in-game interaction points to OS-provided interaction points, the more opportunity to introduce unwanted behavior you're creating for users.
Daredevil217 said: ThaRoadWarrior said: I assume that this has been thoroughly tested on iOS, but I do have a bit of concern that losing the padding on the tiles down at the bottom of the screen will result in accidentally swiping up the ap as if I were going to try changing apps when interacting with bottom-row matches. Right now there is a fairly decent margin/padding between that grab point provided by iOS, but the closer you put those in-game interaction points to OS-provided interaction points, the more opportunity to introduce unwanted behavior you're creating for users. Very good point. I have an iPhone 12 mini (love texting/playing with one hand). The screen stretches to the very bottom of the phone. Really hoping this doesn’t make the game unplayable.
IceIX said: Daredevil217 said: ThaRoadWarrior said: I assume that this has been thoroughly tested on iOS, but I do have a bit of concern that losing the padding on the tiles down at the bottom of the screen will result in accidentally swiping up the ap as if I were going to try changing apps when interacting with bottom-row matches. Right now there is a fairly decent margin/padding between that grab point provided by iOS, but the closer you put those in-game interaction points to OS-provided interaction points, the more opportunity to introduce unwanted behavior you're creating for users. Very good point. I have an iPhone 12 mini (love texting/playing with one hand). The screen stretches to the very bottom of the phone. Really hoping this doesn’t make the game unplayable. I also have an iPhone 12 and have been testing it on it. Definitely had a worry at first but in practice I haven't had any real issues with either swapping or selecting a tile on the bottom row. I could see a possible problem with a phone that had something like the size of an iPhone 5 with the same pullup bar, but there's more than enough room in my experience to play normally.
IceIX said: Hey all! As part of our continued UI updates, we’re going to be making one of the bigger ones in R223, an update to the gameboard!
Hey all! As part of our continued UI updates, we’re going to be making one of the bigger ones in R223, an update to the gameboard!
ThaRoadWarrior said: The saturation reduction on the AP bar seems like it isn’t as easy to read as before; there isn’t as much contrast, and it all feels a little murky to me now. I’ll be interested to turn physics back on; I liked it but I recall it felt linear on the bounce, like it needed ease in and out curves.
ThaRoadWarrior said: Red are triangles with the point up, black are circles, green is a square, yellow are diamonds, Blue tiles are Rectangles, Purple are triangles with the tip pointed down, so color is not the only distinguisher between tile pools. But the contrast reduction is not to my taste either generally.
Bad said: Well, not a really bad wellcome. Bearing in mind that historically Community wont never wellcome any change, will complaint about it before testing it out, and after playing it hardly will recognize that it was good.
mbaren said: Okay, now I've fought a couple of battles with it, and I have some feedback:I don't love the change, but in terms of the shift in colors and style, I know I'll get used to it. Not a fan of the tile physics, but since that can be turned off, great. Leave it in or don't, doesn't bother me in the slightest.The thing I don't like is the way the board dims on the enemy's turn. I find this distracting, and if I'm watching what's going on it actually makes the action and predicting cascades harder to follow. If there was a way to turn that off too, that'd be great.