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Pretti! Interface-graphics

kaizoku

Arcane
Joined
Feb 18, 2006
Messages
4,129
Elhoim said:
Durwyn said:
Great Ehloim. Some woodwork and it will be perfect. Imho try to connect horizontal and vertical wood frames on corners. I somehow don't like how the connection looks now.

I don´t quite understand what you meant. Can you give me a graphical or more detailed example? Thanks!
I means that it would prefer that the horizontal and vertical wood borders would connect naturally instead of using nails.


EDIT:
(i haven't watched Borat yet and i'm already talking like him)

He means that he would prefer that the horizontal and vertical wood borders would connect naturally instead of using nails.
 

OlSheep

Novice
Joined
Aug 13, 2004
Messages
42
Location
Lost in Quebec
Elhoim said:
Here is a WIP of the Main GUI Redux Wood Edition according to VD suggestion:

[pic]

Tell me what you think!

I think it might look a bit better if the left wooden column's shadow was rotated to point towards the inner part of the GUI.

It could also make the borders' 3D effect look incorrect but it's probably worth a try...

i.e.


[edit]: Good job btw :) .
 

Claw

Erudite
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Project: Eternity Divinity: Original Sin 2
I'm not sure I like the new direction.

Elhoim said:
I thought this was ok. I'm not sure if I like it more than the pre-brick version, but it's definitenly better than the previous one.

A few points also applicable to the latest version:

- Did you remove the embossed effect entirely? Beause the icons strike me as looking flat again, which looks kinda cheap.
The HP/AP labels stand out nicely. Maybe you could do the same for the icons?

- The golden tint of the HP/AP labels doesn't help them stand out more any longer, due to the more yellowish background.

- Those points in the corners of the weapon slots. Looks like rivets in stone, in one word: wrong.

- I miss the transistions that visible on the marble background, like so:




PS:

Wait, why are you using the original world map icons again?

Also, since nothing's sacred and you asked for suggestion for the character screen - although I'm sure you meant a different kind - you could try grouping Dodge, Block and Critical Strike with the combat skills because - they are combat skills.



Vault Dweller said:
Huh? What's the "main GUI" and why is it permanent? I thought that the only thing that we all agree on is that the original interface sucks and must be replaced.
Not really. I'd still take the original GUI over some of the suggestions.


galsiah said:
At present the base interface is stuck there at the bottom, taking up space for no good reason.
Yeah, it's as useless as framing a picture. Sorry, I disagree. I like having an element connectig all screens visually.
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
Claw said:
A few points also applicable to the latest version:

1- Did you remove the embossed effect entirely? Beause the icons strike me as looking flat again, which looks kinda cheap.
The HP/AP labels stand out nicely. Maybe you could do the same for the icons?

2- The golden tint of the HP/AP labels doesn't help them stand out more any longer, due to the more yellowish background.

3- Those points in the corners of the weapon slots. Looks like rivets in stone, in one word: wrong.

4- I miss the transistions that visible on the marble background, like so:

1- Nope, did nothing to them, I think.

2- Also because I didn´t "carved" them into the stone, which gives them a blackish outline.

3 - They are holding the stone to the wall, without them it will fall. ;) Personally I like them, as they give the "Shoot and the numbers" some reference.

4 - That was nice. ;)
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
kaizoku said:
Elhoim said:
Durwyn said:
Great Ehloim. Some woodwork and it will be perfect. Imho try to connect horizontal and vertical wood frames on corners. I somehow don't like how the connection looks now.

I don´t quite understand what you meant. Can you give me a graphical or more detailed example? Thanks!
I means that it would prefer that the horizontal and vertical wood borders would connect naturally instead of using nails.


EDIT:
(i haven't watched Borat yet and i'm already talking like him)

He means that he would prefer that the horizontal and vertical wood borders would connect naturally instead of using nails.

Like using a diagonal conection?
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Btw, have you seen my post on the previous page? We posted at the same time, so you may have missed it.
 

Elhoim

Iron Tower Studio
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Messages
2,880
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San Isidro, Argentina
Wait, why are you using the original world map icons again?

Because I wasn´t fully happy with the new one. My dream is that VD gives me the world map of the game and I shall put there a mini-version. ;)

Also, since nothing's sacred and you asked for suggestion for the character screen - although I'm sure you meant a different kind - you could try grouping Dodge, Block and Critical Strike with the combat skills because - they are combat skills.

That´s a good point. VD? I think it is because it doesn´t have sinergies.
 

Elhoim

Iron Tower Studio
Developer
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Messages
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San Isidro, Argentina
Vault Dweller said:
Btw, have you seen my post on the previous page? We posted at the same time, so you may have missed it.

Nope.

Hmm....

How about:

1. Replace the wooden top with the original top.
2. The hole is too artificial. That's what I had in mind - link or link.
You see the outline? it's uneven and you can see where the missing bricks used to be.
3. Make the vertical beams a bit thinner and add a beam in the middle, to separate the text box area from the icons and hand slots.
4. Add those metal things from the horisontal beam to the vertical ones.

Let´s see...

1- Okay. :) Can you give me some suggestion on how to handle the connection with the wooden beams?

2- Cool. I shall make more brick-spaces. Do you like the background?

3- Okas.

4- I wouldn´t know exactly how. They were there to hold the wood from falling down, but I don´t see how a vertical one would need it. I shall see what I can do.
 

galsiah

Erudite
Joined
Dec 12, 2005
Messages
1,613
Location
Montreal
Claw said:
galsiah said:
At present the base interface is stuck there at the bottom, taking up space for no good reason.
Yeah, it's as useless as framing a picture. Sorry, I disagree. I like having an element connectig all screens visually.
Absolutely - use as good a frame as possible so long as it doesn't significantly reduce the quality of the picture you can display.

I agree the consistency is a good thing - as is the framing. I just don't think it's worth the tradeoff in this case. If Elhoim or anyone else can maintain the clarity and add a lot of artistic flair without using the extra space, that's great. At the moment I don't see a way to add much artistic interest without compromising on clarity. I'll be glad to be proven wrong.

However, consider why you want the "frame". What does it add to the screen? Sure it keeps an element of consistency between all interface screens, but how often is the player going to look at the character screen? In most RPGs I rarely do except when I'm assigning points. When I am, I'd rather have something artistic too look at while I think than a little consistency / smooth interscreen transition.

All you're going to do with the current bottom section of the character screen in game is to ignore it. Sure you'd do that with a frame, and it works as a frame. A smaller frame would also work as a frame, and allow you the space to get creative.

All you're gaining at the moment is a smoother screen transition. I just don't see how that's worth it, but whatever.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Elhoim said:
Wait, why are you using the original world map icons again?

Because I wasn´t fully happy with the new one. My dream is that VD gives me the world map of the game and I shall put there a mini-version. ;)
It would look like crap when reduced. The current icon is very antique-ish, so why fix it?

That´s a good point. VD? I think it is because it doesn´t have sinergies.
First, no synergies; second, I grouped all weapon skills separately because basically these are sub skills (hence the synergies); and third, everything could be changed if new versions are clear improvements.

For the record though, I didn't like the vertical stats as they make the screen look too cluttered.

Can you give me some suggestion on how to handle the connection with the wooden beams?
Just nail them to the wall.

Do you like the background?
Yep.

I wouldn´t know exactly how. They were there to hold the wood from falling down, but I don´t see how a vertical one would need it.
The beam needs to be attached to the wall somehow to reinforce it, doesn't it? It could either be nailed directly or be attached by metal hooks.
 

Claw

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Project: Eternity Divinity: Original Sin 2
Elhoim said:
1- Nope, did nothing to them, I think.

2- Also because I didn´t "carved" them into the stone, which gives them a blackish outline.

3 - They are holding the stone to the wall, without them it will fall. ;) Personally I like them, as they give the "Shoot and the numbers" some reference.

4 - That was nice. ;)
1 - Now I believe the effect is still there, but less visible because of the brighter background.

2 - Yeah, but they weren't carved in RC1 either, and remember I asked for the gold when you had carved them but used the background colour. So we're back at the point where I first asked for the colour.

3 - I dislike them, and I don't believe riveting was a popular method of fastening stone plates to walls in ancient rome.

4 - Yes, it was. Very nice, very nice. Now the new background, I'd qualify that as "tolerable" :?


Elhoim said:
That´s a good point. VD? I think it is because it doesn´t have sinergies.
Yeah, for some reason he seems to like it that way, although it makes zero sense. So they don't have synergies. Thankfully, people don't have to guess: They can just look at the character sreen and see it for themselves.
Besides, while I realize that the other combat skills are weapon proficiencies, I'd still like an overview of all combat skills.


Vault Dweller said:
It would look like crap when reduced. The current icon is very antique-ish, so why fix it?
It is? What is it? It looks like... I don't fucking know. I wouldn't even have guessed it's a world map before someone mentioned it.

these are sub skills (hence the synergies); and third, everything could be changed if new versions are clear improvements.
Wait, sub what? You mean they are all variants of a hypothetical "melee combat" skill, I guess. Sure. A little space between weapon proficiencies and the other combat skills would suffice to make the distinction clear, imo.

For the record though, I didn't like the vertical stats as they make the screen look too cluttered.
That's great actually, since going back to horizontal skills means reintroducing the issue that the General Skills column looks crowded, even more reason to move the three combat skills. ;)

Just nail them to the wall.
Now that looks really awful.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Very nice. Now if we can replace the HP/AP letters with something more appropriate...
 

The Idiot

Novice
Joined
Dec 3, 2006
Messages
58
It's great Elhoim, but I still prefer android's.

Little suggestion: Put APs above HPs or the other way around, move all the buttons to the right and place the menu button where APs were (it's not a skill, so I think it's even more appropiate to move it elsewhere).
 

Claw

Erudite
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Project: Eternity Divinity: Original Sin 2
Well, he actually started out that way. Now with the larger indicators, there might be space issues.
Of course, if he went back to the "images behind numbers" concept, it could be done.


PS:

Oh, I just realized I never looked at the newest update properly. I think it'd be better to use a single wall texture. Elhoim, couldn't you just span the background over the whole interface and then cut a number of stones out to make space for the text?
 

Fresh

Erudite
Joined
Dec 2, 2004
Messages
1,057
Location
Vault boy's secret hideout
Dementia Praecox said:
While the original interface was functional and all that (I would have bought the game, no matter how shitty the interface would have been), I think a lot of the "OMG shitty grafix"-comments often is based on, or subconsciously originates from the interface. The graphics of the game it self is quite good now, and isn't far behind mount & blade a few versions back. I really think that a new interface will make a lot of those "OMG shitty grafix"-guys to reconsider. It will make an impact.

Yep.
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
Claw said:
Well, he actually started out that way. Now with the larger indicators, there might be space issues.
Of course, if he went back to the "images behind numbers" concept, it could be done.

PS:

Oh, I just realized I never looked at the newest update properly. I think it'd be better to use a single wall texture. Elhoim, couldn't you just span the background over the whole interface and then cut a number of stones out to make space for the text?

Done that.

About the HP/AP, anything can be changed really quick, if someone gives me a good idea (VD?).

PS: I think I´m ready for the job market. I need directions! ;)
 

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