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Pretti! Interface-graphics

Hazelnut

Erudite
Joined
Dec 17, 2002
Messages
1,490
Location
UK
Wow - night 'n day, I think the comment was 'brightening' and I assumed it's still be dark, just not pitch black. I don't like that bright yellow background for the text window at all. Can you try a dark, but not black, colour?
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
Frankly speaking, I like this version the most. Just a little too bright, but at least the textures are sharp and it definitely looks like crumbling stone. Besides...damn good work Elhoim.



Yeah, I like that one too...

Maybe I should do a poll with which version do you like most! ;)
 

Monolith

Prophet
Joined
Mar 7, 2006
Messages
1,298
Location
München
HanoverF said:
My suggestion would be to cut the size of the text box in half and come up with a good graphical representation for health and Action Points
Would indeed look nice, but would it be practical? With the amount of text displayed in the textbox it already looks a litte small (four lines? That's alright with that width but half of that and I'd feal like reading off the addatives of a tin of baked beans).
 

MountainWest

Scholar
Joined
May 29, 2006
Messages
630
Location
Over there
Elhoim said:
A more stony look?

I'm starting to feel like a spammer, but I guess I have to explain my criticism. I think the "clay look" comes from 1) your details not being as sharp as the others. 2) If you look at the second weapon slot; the irregularity I see in the "stone" is something I associate with irregularity in plaster. Plaster that's been painted, perhaps. A stone would crack or chip (splinter?).
 

Fresh

Erudite
Joined
Dec 2, 2004
Messages
1,057
Location
Vault boy's secret hideout
Monolith said:
Elhoim said:
What´s wrong with it? I like it! ;)

Frankly speaking, I like this version the most. Just a little too bright, but at least the textures are sharp and it definitely looks like crumbling stone. Besides...damn good work Elhoim.

carved3md2.jpg

I can't stand the pillars sorry. But when removed, the interface looks real good imo:



One thing, perhaps the icons could be outlined to make them more clear/visible?
 

fraunclein

Novice
Joined
Jan 25, 2006
Messages
67
I'd still erase the uppermost horizontal "block" from all of the three candidates. Perhaps I'm just a sucker for minimalism, but it just feels like wasted space and makes the interface look overly bloated.
Also, I echo the remarks that the head in android's interface looks silly. Adding more "details" of the same shade of white might help, but it might be best just to remove it completely.
 

Hazelnut

Erudite
Joined
Dec 17, 2002
Messages
1,490
Location
UK
!HyPeRbOy! said:
I can't stand the pillars sorry. But when removed, the interface looks real good imo:

What about the pillars in the most recent version, they look loads better than that older one on Elhoims in your post. I think the new ones are great!
 

OlSheep

Novice
Joined
Aug 13, 2004
Messages
42
Location
Lost in Quebec
!HyPeRbOy! said:
I can't stand the pillars sorry. But when removed, the interface looks real good imo:


Wow, you're right...

That's a huge an improvement... and it's much more efficient too.

Alert the Internet!

Edit: Yep, looks much better - VD (I decided that editing posts is much easier than quoting and copying the screens again and again).
 

Elhoim

Iron Tower Studio
Developer
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Messages
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San Isidro, Argentina
That UI is very nice!

Another look for the stones... Also there is some kind of a replacement for the disk (It´s like an amulet).

 

Diogo Ribeiro

Erudite
Joined
Jun 23, 2003
Messages
5,706
Location
Lisboa, Portugal
Lollerskates :lol:

That pic Vault Dweller posted is mine. Note that the central image used to give an idea of a portrait, the adjoining shields detailing AP and HP, and the scroll like image that displays text were borrowed just to give you an idea of how it would look. All else aside AoD's icons were my doing (though it's so subtle it's barely noticeable, I guess).
 

denizsi

Arcane
Joined
Nov 24, 2005
Messages
9,927
Location
bosphorus
Here is another modified version of Marsal's design:

457ddab76022c298710468.jpg

( alternative link: http://www.geocities.com/denizsi/aod_marsal_m02.jpg )

I got rid of the save/load button again. You can see it on top-left corner. Imagine it only appears when the cursor is there. I also altered the text area a bit.

edit: Note that I haven't made the icons smaller at all; just the item (weapon) slots, and naturally the text area.
 

Elwro

Arcane
Joined
Dec 29, 2002
Messages
11,751
Location
Krakow, Poland
Divinity: Original Sin Wasteland 2
Holy crap. I'm sure I wouldn't be able to choose the best one. Never thought such problems could arise during development :D
As an artistically half-blind person I probably can't give any valuable feedback, but anyway, great work guys!
 

Fresh

Erudite
Joined
Dec 2, 2004
Messages
1,057
Location
Vault boy's secret hideout
Hazelnut said:
!HyPeRbOy! said:
I can't stand the pillars sorry. But when removed, the interface looks real good imo:

What about the pillars in the most recent version, they look loads better than that older one on Elhoims in your post. I think the new ones are great!

You are right, they are much better. Still though I don't think they really add anything of value. Neither artistically/for the mood, nor functionally. I feel shiny roman pillars/columns are better suited for say Caesar III, than post-apoc AoE.
 

MountainWest

Scholar
Joined
May 29, 2006
Messages
630
Location
Over there
Vault Dweller said:
Another submission from an unknown, but incredibly talented artist!

It's safe to say that this site has a a lot of talent/member. That one goes up as number 2 in my book. Only thing I don't like is the picture in the middle. What's up with her hair?Had it been a roman white statue, like the sad one I linked to earlier, this interface would have given android a serious run for the first place.

EDIT: damn my slow typing. Nice RP! Read what you wrote about the picture to late.
 

denizsi

Arcane
Joined
Nov 24, 2005
Messages
9,927
Location
bosphorus
Another refreshing UI, quite nice Role-Player. But the text area is too limited right now. I'd also suggest changing the order of icons. Having the combat icon on the furthest left with sneak and disguise following isn't exactly practical in my opinion.

You could also use the space around the portrait, so instead of tiny AP / HP letters below the numbers, you could have subtle images above the numbers, accompanying the hectic portrait layout in a suitable way.
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
Elwro said:
Holy crap. I'm sure I wouldn't be able to choose the best one. Never thought such problems could arise during development :D
As an artistically half-blind person I probably can't give any valuable feedback, but anyway, great work guys!

Yes, you can. Tell us which and what you like and that´s it. ;)
 

Diogo Ribeiro

Erudite
Joined
Jun 23, 2003
Messages
5,706
Location
Lisboa, Portugal
MountainWest said:
It's safe to say that this site has a a lot of talent/member. That one goes up as number 2 in my book.

Thanks.

Only thing I don't like is the picture in the middle. What's up with her hair?Had it been a roman white statue, like the sad one I linked to earlier, this interface would have given android a serious run for the first place.

As I said, the picture was meant to be a replacement for an idea of character portrait so it's not of my design. I created a small head from an old Roman coin to give an idea but ended up not using it since it didn't fit what the design was becoming.

And android's contributions have been the best in my opinion. What I did, feh, any old monkey can.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
MountainWest said:
Elhoim said:
A more stony look?

I'm starting to feel like a spammer, but I guess I have to explain my criticism. I think the "clay look" comes from 1) your details not being as sharp as the others. 2) If you look at the second weapon slot; the irregularity I see in the "stone" is something I associate with irregularity in plaster. Plaster that's been painted, perhaps. A stone would crack or chip (splinter?).
Agree. It does look like soft clay. If you can create a true stone look, it would be a great interface.

Durwyn said:
Maybe some of you, artist would want to use this

003122.jpg


It' great for me. Maybe for some textbox background.
Fantastic picture.

Hazelnut said:
Marsal, your design is really coming on and looks like it's a contender for the third slot on the shortlist.. looking forward to the agonising final list and subsequent vote - assuming VD doesn't simply make a snap decision. ;-)
I don't make snap decisions. Besides, it's you fuckers who were unhappy with the interface, so in this particular case it's more important what you think than what I think.

EDIT2: I bet this thread has exceeded VD's wildest expectations!
Not really, to be honest. I *know* what the Codex is capable of, and I've seen some amazing shit here quite a few times.
 

Diogo Ribeiro

Erudite
Joined
Jun 23, 2003
Messages
5,706
Location
Lisboa, Portugal
denizsi said:
Another refreshing UI, quite nice Role-Player. But the text area is too limited right now. I'd also suggest changing the order of icons. Having the combat icon on the furthest left with sneak and disguise following isn't exactly practical in my opinion.

You could also use the space around the portrait, so instead of tiny AP / HP letters below the numbers, you could have subtle images above the numbers, accompanying the hectic portrait layout in a suitable way.

Very true. Honestly, I was interested in giving a shot at an UI but since I was somewhat taken by other matters I just compiled what I had done and sent it to Vault, and that was the result. I'm aware of all that mess though I thank you for pointing it out, since it's the more important thing to take care of.

I'll keep working on something.
 

denizsi

Arcane
Joined
Nov 24, 2005
Messages
9,927
Location
bosphorus
Btw, a suggestion to all UI builders; get rid of unnecessary elements, space and size wherever you can as long as you can retain the quality. Default item slots, in my opinion, are just too large for instance. Another example would be save/load button. Why let an icon not related to in-game mechanics invade space at all when you can do with a on-mouse-over thingy or another similar solution? Also think about practicality while placing the icons. These are just my opinions of course.
 

MountainWest

Scholar
Joined
May 29, 2006
Messages
630
Location
Over there
Elhoim said:
A new stone?


Now it looks even more like plaster. Compare it with this picture and imagine it painted with same colour as your interface
plaster.jpg


It's the texture of the "stone" that's wrong. And some of the icons looks like they've been pressed into soft clay. But, hey, a lot of people like your interface and I don't want you to change it just 'cause I don't like it. It might do it more harm than good.
 

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