I don't see a need for a GUI, but how about it shows a ghost image of the painting on the wall, and then scrolling while holding sneak will switch between valid paintings.
Personally I find having a GUI easier as it's just click, scroll, click.
It would be easier than a crafting bench.
The sneaking is actually totally useless.
You might have said that because you think scrolling normally effects the item in hand on the hotbar.
Doing it your way, the game could just swap the mouse wheel to the painting function during the selection.
What you just suggested, without the sneaking, is exactly what I suggested,
only a ghost of the image instead of a solid menu.
There is absolutely no difference between scrolling while in a menu vs. scrolling while looking at a ghost image.
What makes a GUI better is the fact you can make your selection and scroll without a mouse wheel
since there would be a scroll bar.
If someone (for whatever reason) has no mouse wheel, the GUI functions better.
The GUI would probably convert to console and Pocket editions better too.
A GUI is more distracting and breaks flow more than something that is less obstructive. In addition, it's a little more difficult to program and overall takes longer to select what you need, especially if you're putting down a lot of paintings. I know why you want a GUI, but in terms of clean game design, it's best to avoid one when possible. However, thinking about it, scrolling while sneaking isn't the best option, as not all mice have a scroll wheel, and as you said, it won't translate 100% to other versions. I think you should come up with a mockup for how the GUI would look, and see if you can find a more seamless way to add it than the standard giant grey box.
I agree that a GUI is a superior option. I would actually use paintings if they weren't this much of a pain to work with.
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I also agree that a GUI would be much better. Wouldn't really break any flow in my book. Especially since it would likely be incredibly small (there's not a HUGE number of paintings) and a lot faster to pick said painting.
I also agree that a GUI would be much better. Wouldn't really break any flow in my book. Especially since it would likely be incredibly small (there's not a HUGE number of paintings) and a lot faster to pick said painting.
Not to mention, how often are you usually putting up paintings? Maybe a couple at a time very rarely? The flow of gameplay would be broken more often by many other things before having to place a painting.
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Not to mention, how often are you usually putting up paintings? Maybe a couple at a time very rarely? The flow of gameplay would be broken more often by many other things before having to place a painting.
The flow of gameplay is broken to me when I have to smash 30 paintings to get the one I want. LOL.
You use a GUI for crafting, smelting, chests of various types, enchanting, anvils, brewing, hoppers, and dispensers.
Also, the creative menu, escape (pause) menu, and inventory that you use to arm yourself or make torches in a pinch.
If you find a GUI interruptive, you've never played Minecraft.
Also, why would I want to change the look of a standard Minecraft GUI?
What would be bad design is to change what's not broken.
Why make the painting GUI look or feel different than every other Minecraft function?
Look, there's really no other decent options.
If we want to remove the randomness, in which you agree with me on, then it can only happen one way.
1. Right click (use) a painting on a solid block.
2. A way to select occurs.
3. Painting is placed.
In any game, the only way to make a choice is a menu.
A menu needs a way to select options.
The only 2 ways to select an option in a menu is keyboard input or button.
This means that either...
A) A list of every painting that fits the space appears on the screen and is numbered possibly 1-26
and you type your choice in a text entry.
B ) We have a compact GUI that has a scrollbar and you click your choice.
Logically speaking, the scrollable GUI is your less intrusive option and fits within the standard design of Minecraft.
The only actual way around a selection screen is to force Minecraft to progressively cycle through every painting in order
in a non-repeating fashion by right clicking the painting on the wall.
This eliminates the menu altogether, but it's not without it's own problems.
For one, if you want, say, Donkey Kong, you need to cycle through all the small paintings first
to get to it instead of a direct selection.
The second problem is accidental overclicking (and we've all misclicked before).
If you do that, you pass the painting you want and then have to go through the whole set of paintings again.
The upside of right clicking the placed painting to change it is that it preserves spamming paintings
on the wall when you just don't care.
Then again, if the first painting is always the same, that would defeat the purpose of spamming paintings on a wall.
Personally, when I put paintings up, I'm never spamming paintings because I know I want a certain one
or only want to see certain options.
Anyway, that's the only decent ways to have non-random paintings.
A painting GUI is the best option.
A GUI is better than what we have now, but I just don't think that it's the best option, at least if it was like current GUIs. The current GUIs are kind of distracting, but they're okay because they're not usually something you're going to be using multiple times in rapid succession and for the most part there is no away around having one. However, with paintings, I'm usually going to be using multiple ones, so having to pick from the GUI every time is just a little distracting. I would like it if it was added, but I think that it could just be better optimized.
From a design perspective, Minecraft's GUIs aren't very "clean." They're big and obstructive, and even the basic inventory blocks out what's in front of you unless you use a resource pack. This is why I'd prefer to avoid a GUI. I personally think they all need a rework, but that's a topic for another suggestion.
A GUI is better than what we have now, but I just don't think that it's the best option, at least if it was like current GUIs. The current GUIs are kind of distracting, but they're okay because they're not usually something you're going to be using multiple times in rapid succession and for the most part there is no away around having one. However, with paintings, I'm usually going to be using multiple ones, so having to pick from the GUI every time is just a little distracting. I would like it if it was added, but I think that it could just be better optimized.
From a design perspective, Minecraft's GUIs aren't very "clean." They're big and obstructive, and even the basic inventory blocks out what's in front of you unless you use a resource pack. This is why I'd prefer to avoid a GUI. I personally think they all need a rework, but that's a topic for another suggestion.
What other options are there?
The ghosting thing, sneaking removed as we both agreed that wasn't necessary,
is the exact same proceedure, only more transparent.
As for having to pick from a GUI in general, there's really no real other option.
How are you going to straight up pick a specific painting otherwise?
I put up multiple paintings too, and it'd be centuries faster picking something
I like from the start instead of playing a painting lottery.
I don't know about you, but I'm not terribly lucky with lotteries.
As for Minecraft GUIs not being very clean, do you really need transparent GUIs?
Everything you need to do in Minecraft that requires a GUI is something you're interacting with.
You're not hanging paintings while fighting monsters or other important things. It's decorative.
Even with your inventory, why do you need a smaller GUI?
You have a hotbar that works with your scrollbar or the numbers without even needing to access your full inventory,
and when you are in your full inventory, you're not doing anything else.
Are you going to walk around while fidding with your inventory slots?
In the middle of a fight with a skeleton, are you checking your cobblestone?
Honestly, it's all functional and nothing in the Minecraft GUIs are there for no reason. It's as clean as a GUI can get.
This isn't WoW where you need to monitor a billion stats and your inventory and fight all at once.
It's Minecraft. If you're using your inventory, you're not doing anything else.
Look, if you want to discuss not having GUIs in Minecraft at all, you need a whole different topic.
However, GUIs are a part of Minecraft and always have been, so you're not really contributing to the topic anymore if this is
just your personal dislike of GUIs in general.
Either have an alternate solution to using a GUI as your selection screen, or there's nothing left to say.
The flow of gameplay is broken to me when I have to smash 30 paintings to get the one I want. LOL.
Exactly.
I could hang a painting and be done with it going through a small scroll of options than
the sometimes infinite supply of wrong paintings.
Even worse is how, when paintings break, they don't come right back at you.
A lot of the time they'll fly off in an odd direction, wasting more time to move and recollect them.
I build modern and when I'm doing interior I want certain paintings, or maybe theres a huge wall and any of the paintings can show up. It's a pain! A gui would make it so much simpler to get the paitning you want, I mean i don't want to have to place and break a painting 100 times just to get one that isn't already used.
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Look, I support your suggestion, but I'd like to know what you think the GUI should look like first. Make some kind of mockup.
There's not much to mock up.
Pretty much figure a smaller version of the Creative GUI, which has a scrollbar,
and put images of the paintings there instead of blocks.
Nice and clean, no need to muck it up with details.
Just like opening a chest, it would say "Select a Painting" or something to that tune in the default text font at the top.
I absolutely hate the painting system.
How you pick a painting for the wall feels entirely beta-test level,
but not the quality of a game that has been in official release since 2011.
It has worked this same, horrible way since Indev!
I suggest right clicking the wall where you want the painting
should bring up a simple GUI that has a scroll menu of all
the paintings that will fit in the space selected.
The game currently does all the work of calculating which paintings
will fit on a certain size wallspace and removes the paintings that
are too big from the random rotation, so the hard work is mostly done.
The GUI design itself would take 5 minutes. If that.
The only part they'd actually have to do to have it as a functional part of the game is design the scrollbar for the paintings.
There's only 26 paintings, you might be able to just have buttons in the GUI labeled with the painting names
instead of the images to avoid a scrollbar selection.
There's more items than that on a single tab of the Creative GUI.
I would think the guys over at Mojang could knock this out in an hour.
Alright, that's probably an exaggeration, but with the harder part already in the game as is,
I'd be shocked if it took a whole day.
I'm just really sick of looking for specific paintings, and getting every painting I don't want in repeats.
I don't see a need for a GUI, but how about it shows a ghost image of the painting on the wall, and then scrolling while holding sneak will switch between valid paintings.
Want to see my suggestions? Here they are!
I am also known as GameWyrm or GameWyrm97. You can also find me at snapshotmc.com
Personally I find having a GUI easier as it's just click, scroll, click.
It would be easier than a crafting bench.
The sneaking is actually totally useless.
You might have said that because you think scrolling normally effects the item in hand on the hotbar.
Doing it your way, the game could just swap the mouse wheel to the painting function during the selection.
What you just suggested, without the sneaking, is exactly what I suggested,
only a ghost of the image instead of a solid menu.
There is absolutely no difference between scrolling while in a menu vs. scrolling while looking at a ghost image.
What makes a GUI better is the fact you can make your selection and scroll without a mouse wheel
since there would be a scroll bar.
If someone (for whatever reason) has no mouse wheel, the GUI functions better.
The GUI would probably convert to console and Pocket editions better too.
A GUI is more distracting and breaks flow more than something that is less obstructive. In addition, it's a little more difficult to program and overall takes longer to select what you need, especially if you're putting down a lot of paintings. I know why you want a GUI, but in terms of clean game design, it's best to avoid one when possible. However, thinking about it, scrolling while sneaking isn't the best option, as not all mice have a scroll wheel, and as you said, it won't translate 100% to other versions. I think you should come up with a mockup for how the GUI would look, and see if you can find a more seamless way to add it than the standard giant grey box.
Want to see my suggestions? Here they are!
I am also known as GameWyrm or GameWyrm97. You can also find me at snapshotmc.com
How does it break the flow?
You use a GUI for crafting, smelting, chests of various types, enchanting, anvils, brewing, hoppers, and dispensers.
Also, the creative menu, escape (pause) menu, and inventory that you use to arm yourself or make torches in a pinch.
If you find a GUI interruptive, you've never played Minecraft.
Also, why would I want to change the look of a standard Minecraft GUI?
What would be bad design is to change what's not broken.
Why make the painting GUI look or feel different than every other Minecraft function?
Look, there's really no other decent options.
If we want to remove the randomness, in which you agree with me on, then it can only happen one way.
1. Right click (use) a painting on a solid block.
2. A way to select occurs.
3. Painting is placed.
In any game, the only way to make a choice is a menu.
A menu needs a way to select options.
The only 2 ways to select an option in a menu is keyboard input or button.
This means that either...
A) A list of every painting that fits the space appears on the screen and is numbered possibly 1-26
and you type your choice in a text entry.
B ) We have a compact GUI that has a scrollbar and you click your choice.
Logically speaking, the scrollable GUI is your less intrusive option and fits within the standard design of Minecraft.
The only actual way around a selection screen is to force Minecraft to progressively cycle through every painting in order
in a non-repeating fashion by right clicking the painting on the wall.
This eliminates the menu altogether, but it's not without it's own problems.
For one, if you want, say, Donkey Kong, you need to cycle through all the small paintings first
to get to it instead of a direct selection.
The second problem is accidental overclicking (and we've all misclicked before).
If you do that, you pass the painting you want and then have to go through the whole set of paintings again.
The upside of right clicking the placed painting to change it is that it preserves spamming paintings
on the wall when you just don't care.
Then again, if the first painting is always the same, that would defeat the purpose of spamming paintings on a wall.
Personally, when I put paintings up, I'm never spamming paintings because I know I want a certain one
or only want to see certain options.
Anyway, that's the only decent ways to have non-random paintings.
A painting GUI is the best option.
I agree that a GUI is a superior option. I would actually use paintings if they weren't this much of a pain to work with.
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I also agree that a GUI would be much better. Wouldn't really break any flow in my book. Especially since it would likely be incredibly small (there's not a HUGE number of paintings) and a lot faster to pick said painting.
Not to mention, how often are you usually putting up paintings? Maybe a couple at a time very rarely? The flow of gameplay would be broken more often by many other things before having to place a painting.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
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The flow of gameplay is broken to me when I have to smash 30 paintings to get the one I want. LOL.
A GUI is better than what we have now, but I just don't think that it's the best option, at least if it was like current GUIs. The current GUIs are kind of distracting, but they're okay because they're not usually something you're going to be using multiple times in rapid succession and for the most part there is no away around having one. However, with paintings, I'm usually going to be using multiple ones, so having to pick from the GUI every time is just a little distracting. I would like it if it was added, but I think that it could just be better optimized.
From a design perspective, Minecraft's GUIs aren't very "clean." They're big and obstructive, and even the basic inventory blocks out what's in front of you unless you use a resource pack. This is why I'd prefer to avoid a GUI. I personally think they all need a rework, but that's a topic for another suggestion.
Want to see my suggestions? Here they are!
I am also known as GameWyrm or GameWyrm97. You can also find me at snapshotmc.com
What other options are there?
The ghosting thing, sneaking removed as we both agreed that wasn't necessary,
is the exact same proceedure, only more transparent.
As for having to pick from a GUI in general, there's really no real other option.
How are you going to straight up pick a specific painting otherwise?
I put up multiple paintings too, and it'd be centuries faster picking something
I like from the start instead of playing a painting lottery.
I don't know about you, but I'm not terribly lucky with lotteries.
As for Minecraft GUIs not being very clean, do you really need transparent GUIs?
Everything you need to do in Minecraft that requires a GUI is something you're interacting with.
You're not hanging paintings while fighting monsters or other important things. It's decorative.
Even with your inventory, why do you need a smaller GUI?
You have a hotbar that works with your scrollbar or the numbers without even needing to access your full inventory,
and when you are in your full inventory, you're not doing anything else.
Are you going to walk around while fidding with your inventory slots?
In the middle of a fight with a skeleton, are you checking your cobblestone?
Honestly, it's all functional and nothing in the Minecraft GUIs are there for no reason. It's as clean as a GUI can get.
This isn't WoW where you need to monitor a billion stats and your inventory and fight all at once.
It's Minecraft. If you're using your inventory, you're not doing anything else.
Look, if you want to discuss not having GUIs in Minecraft at all, you need a whole different topic.
However, GUIs are a part of Minecraft and always have been, so you're not really contributing to the topic anymore if this is
just your personal dislike of GUIs in general.
Either have an alternate solution to using a GUI as your selection screen, or there's nothing left to say.
Exactly.
I could hang a painting and be done with it going through a small scroll of options than
the sometimes infinite supply of wrong paintings.
Even worse is how, when paintings break, they don't come right back at you.
A lot of the time they'll fly off in an odd direction, wasting more time to move and recollect them.
Look, I support your suggestion, but I'd like to know what you think the GUI should look like first. Make some kind of mockup.
Want to see my suggestions? Here they are!
I am also known as GameWyrm or GameWyrm97. You can also find me at snapshotmc.com
Full Support.
I build modern and when I'm doing interior I want certain paintings, or maybe theres a huge wall and any of the paintings can show up. It's a pain! A gui would make it so much simpler to get the paitning you want, I mean i don't want to have to place and break a painting 100 times just to get one that isn't already used.
I have nothing here, go look somewhere else.
Here is something interesting I found on Twitter this morning, talking about 1.12 features:
https://twitter.com/jeb_/status/814386352892612608
Sounds like something similar may be happening.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
There's not much to mock up.
Pretty much figure a smaller version of the Creative GUI, which has a scrollbar,
and put images of the paintings there instead of blocks.
Nice and clean, no need to muck it up with details.
Just like opening a chest, it would say "Select a Painting" or something to that tune in the default text font at the top.
That's a good sign, I do hope he means something along these lines.