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Pretti! Interface-graphics

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
A step in the right direction, I think.
 

golgotha

Liturgist
Joined
Oct 3, 2005
Messages
187
More of a concept than a final HUD.

aodhudaq5.jpg
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
@ golgotha:

Kinda neat. The styles (the scroll vs the "control panel" looking boxes) are conflicting, but the overall idea is nice. What if you replace the hand-drawn scroll with a marble scroll (http://www.transit-of-venus.org.uk/conf ... age021.gif), and the button boxes with those connected marble boxes from the android's design...

@ denizsi:

The vertical bar is nice, but the horizontal one doesn't work for me.
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
I would call my UI style "Nostalgia". It looks like a UI from the games of yore. Especially the hanging banners: Pure pixel art, baby!!!
 

Durwyn

Prophet
Joined
Oct 29, 2006
Messages
1,132
Location
Erewhon
Okay, im trying to add some life in to my gui. BTW it's my last screen with this gui. Tommorow i will start to do new one, less contrasting from the game window. Some of you are right that it was too eye fucking. I will make something more blended to action window. I am thinking about marble with some red banners and maybe some sculpture. Too bad that mantra didn't showed anything new since his last gui. It was fucking T-riffic.

lastver.jpg


Edit: Ehloim you did banners yourself or you have it from elswhere?
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
@ Elhoim: Much better overall. Some issues:

- the text box with the banners looks out of place. I'd replace the banners with columns, something similar in style to http://img221.imageshack.us/img221/232/ ... emp9fo.jpg

- the HP/AP indicators look weird, don't fit in well

- the broken column doesn't belong there, it looks like another icon. I like idea of columns overall, but they should "hold" the interface, not be thrown in randomly to fill the space.

@ Durwyn: It just doesn't look like a real interface, but like something that was drawn over the screen.
 

Nicolai

DUMBFUCK
Joined
Mar 8, 2003
Messages
3,219
Location
Yonder
Elhoim said:

Looks pretty funky, but how about making the transition from the rest of the interface to the horizontal bar/pillar a bit more seamless?
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
Vault Dweller said:
@ Elhoim: Much better overall. Some issues:

- the text box with the banners looks out of place. I'd replace the banners with columns, something similar in style to http://img221.imageshack.us/img221/232/ ... emp9fo.jpg

- the HP/AP indicators look weird, don't fit in well

- the broken column doesn't belong there, it looks like another icon. I like idea of columns overall, but they should "hold" the interface, not be thrown in randomly to fill the space.

Cool! I´ve got an idea.

What do you recommend for the HP/AP indicator? I really have no idea what to put there...
 

sabishii

Arbiter
Joined
Aug 18, 2005
Messages
1,325
Location
Gatornation
Elhoim, is there any way you can make your GUIs more crisp? It looks really disproportionate from the game itself because everything looks kinda pixelated and low resolution. TBH I liked your original one more because all the lines are crisper and smoother:

untitled1lx8.jpg

carved2zv7.jpg
 

spacemoose

Erudite
Joined
Jan 22, 2005
Messages
9,632
Location
california
sabishii said:
Elhoim, is there any way you can make your GUIs more crisp? It looks really disproportionate from the game itself because everything looks kinda pixelated and low resolution. TBH I liked your original one more because all the lines are crisper and smoother:

don't listen to this guy, Elhoim, the bar is fine as it is. what you should do is make the icons the same color and texture as the surrounding 'stone.' so they're defined only by their 'carved' border. and when pressed, they recede into the stone.... yeah
 

Claw

Erudite
Patron
Joined
Aug 7, 2004
Messages
3,777
Location
The center of my world.
Project: Eternity Divinity: Original Sin 2
Elhoim said:
A new update. Suggestions are welcome!
Well, you'll just ignore them anyway, but it looks pretty neat. I really like what you did with the icons.
I think it would look just as good without the horizonal bar seperating it from the main screen.

Vault Dweller said:
- the text box with the banners looks out of place.
Really? I like them, they spice up the UI a little and highlight the text window. They remind me of stage curtains.
 

Claw

Erudite
Patron
Joined
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Messages
3,777
Location
The center of my world.
Project: Eternity Divinity: Original Sin 2
Not bad, but I miss the banners myself. Also, the background looks too plastic now. before, the icons and weapon slots stood out more. Now they are kinda absorbed by the background. The old background was fine, why change it? You know, don't fix what's not broken.

I think your solution for HP and AP is good. Simple and effetive. I feel like I've seen that before, too.

Btw, shouldn't the second weapon slot be maked as used somewhow? Maybe just a slight reddish tint?

Oh, you ought to colour HP, AP and maybe AoD golden to make it more visible. How about a golden colour for the text? White looks so plain, doesn't really fit the style of the UI well.

See, being ignored can't stop me. Must be fandom.
 

MountainWest

Scholar
Joined
May 29, 2006
Messages
630
Location
Over there
Elhoim said:
New update!

A new personal best, in my opinion. It needs some work on the icons, though. And I wonder how it would look if you used Mantra_n's grey color. As of now it's a little bright compared with the world screen.

With the colors you have now, the banners would look nice.
 

galsiah

Erudite
Joined
Dec 12, 2005
Messages
1,613
Location
Montreal
@Elhoim: good job.

Thoughts:
I think I'd prefer the pillars at the sides to be half (or a third...) off screen. At present seeing a definite end to the "structure" makes me consider what is to the left and the right of the interface. I think having the pillars right at the edge would give what's on the screen more of a complete, continuous effect.

If anything I'd say it's all too light. I like the effect, but I think it might draw too much attention away from the main screen.

At present I think the icons don't stand out enough, but this might change if you alter the color (or the icons). I don't know what you'd do about the weapon slots though. Clearly you can't make them too dark, or the weapon wouldn't show up - yet the slots do blend in quite nicely at present, which perhaps you'd lose if you darken the rest, but leave the slots light.

It crossed my mind that making the weapon slots into banners/ribbon/some other decoration, rather than stone, might make color differences more reasonable. I have my doubts that would work well though - just a thought.

Also, I like the bar across the top, but I think it'd draw less attention to the interface if you shadowed the very top (similarly to the underside at present). I know this makes little sense in lighting terms, but I think it'd make the interface border less eye-catching.


On a more general note, I'm not too keen on the map icon. I don't think it'll be immediately clear to most players, and it also doesn't make a whole lot of sense unless the AoD map covers the entire globe of the AoD world - which I'm guessing it doesn't.

Anyway - good work + keep it up etc. etc.
 

android

Novice
Joined
Apr 1, 2004
Messages
78
It seems like I've missed all the fun, good work everyone. I was a bit busy, but I managed to make another prototype. Thanks for all the feedback, I realized that my previous try did indeed feel a bit "actiony", so this time I created a full interface. It basically has all the icons and info as the original, I'm not so sure that's a good thing though. Again only one icon is done, as an idea how all should look. The grouping of the icons and they order should be as follows: inventory, map, save/load and combat, search, sneak, steal, lockpick, trap, crafting, alchemy, journal. Feedback appreciated.

aod02ww8.jpg
 

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