Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Pretti! Interface-graphics

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
Flashback said:
2) The fancy fonts. While they look great on your photoshopped images, I'm sure that TGE will fuck the things up here. The only solution I see is to use some simple, yet stylish stuff. What you see on our latest screens is called KaratMedium. Google for that TTF when you have time, open it and compare with what you see on the screens. Then check the text on that ancient AoD screen - my old 2D engine did a much better work in this area, using SDL_ttf library.
Another issue is a font height: it would better be fixed. The one you use now, Elhoim, has a lot of letters that jump up or down.
Of course, we could go with bitmap fonts or I could try to integrate the SDL_ttf and make it work with Torque... but all that requires a lot of time. Nice and smooth text rendering is a very important feature, I agree, but if I'll start rewriting every Torque's core feature, we will release the game only in 2153.

And, Elhoim, that brown background must go, imo. At least, that's the thing that I strongly dislike in your designs. Could you try the colour android is using now as a textbox and item slots background? The less saturated version that I see on your last works looks fine, though.

About the fonts, I can use whatever you tell me to. I´m using those one just out of nothing better or ignorance on what you are going to or can use.

About the background, I already changed it. And BTW, I sent you a mail with the texture and a small request ;)

Flashback said:
I'm asking because we'll need all the source-art files from the winner, whatever they are - .psd or .max files. What about you guys (Elhoim, Marsal)? What Photoshop version do you use? CS and CS2, I believe?

Photoshop CS 8.0. I can output the in any format you want. Besides, my psd are a mess inside ;)
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
android said:
One last question, you seem to have some really good artists on the team, why didn't they work on the interface? Have they seen this thread? What are their opinions?
We have a single artist, and he's too busy working with the in-game stuff. We could have done something better with the interface, but it takes time. The artist who did the concept art was hired by a German studio to work on a cool-looking FPS and doesn't have a lot of free time at the moment.

Everyone on the team likes what you guys did. Your stuff is everyone's favourite, android. I'm too busy at the moment and can't always comment, but I do check the thread constantly.
 

Fresh

Erudite
Joined
Dec 2, 2004
Messages
1,057
Location
Vault boy's secret hideout
android said:
Again, thanks everyone, here are some quick comments. Some like the turquoise, some don't, some like the head, some don't, it's impossible to please everyone :) The color is subject to further experiments, but it's rather light now, because it needs to be contrasty. I wish I didn't do the gold version, it's the most ugly one, I'd probably go with the bronze (or turquoise). The head will definitely be there somewhere, I can imagine character screen with a shattered statue and a busted head at it's feet or something like that. The text on the buttons need fixing as I said earlier, I don't see the "veins" being slightly obscured as a problem.

How refreshing to see such artistic integrity.
 

Claw

Erudite
Patron
Joined
Aug 7, 2004
Messages
3,777
Location
The center of my world.
Project: Eternity Divinity: Original Sin 2
Just for the record: I hate the bricks. Too much noise in the background. They work for the background behind the dialogue window, but are awful behind the icons. The grey text background does the job.


galsiah said:
I'm asking what you (and others) want as a player. It's hardly rocket science to consider the implications of a save button. E.g. Fallout didn't have it, PS:T did. Do you recall the former being at all annoying / the latter convenient...?
If you do, that's useful information.
Fallout had a menu button iirc. I like being able to lean back and play with just the mouse, so having all options acessible through icons would be a plus for me.
 

Marsal

Arcane
Joined
Oct 2, 2006
Messages
1,304
Thx for all the comments guys, it was a fun way to learn a bit about Photoshop. I don't have any free time left (time to do some learning), so I throw in the towel as well.

Keep up the good work Elhoim and android! I'll be checking up on you! :)

About the photos, I'd have to check, but they are interchangable, so it shuoldn't be too much trouble to find the useable one.
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
Just for the record: I hate the bricks. Too much noise in the background. They work for the background behind the dialogue window, but are awful behind the icons. The grey text background does the job.

I changed them a bit, but I´m waiting for some permision to use them. ;)
 

galsiah

Erudite
Joined
Dec 12, 2005
Messages
1,613
Location
Montreal
Claw said:
Fallout had a menu button iirc.
Maybe you're right - that "Q" next to the text box I guess. Don't know how I missed that earlier.
I like being able to lean back and play with just the mouse, so having all options acessible through icons would be a plus for me.
Sure. I'm not arguing here - just asking for info. It seems that a significant amount of people do like the no-keyboard option. In that case keeping the save menu button makes sense - though representing it with a letter or something might fit better than a disk.

android said:
The color is subject to further experiments, but it's rather light now, because it needs to be contrasty.
Perhaps not the same amount of contrast everywhere though. I can see that e.g. the icons need to stand out, and the writing does (if you stick with the colored writing). The "veins" needn't stand out so much though surely? They could have a dimmer version of the same color, while the icons etc. stay fairly contrasty.

I don't see the "veins" being slightly obscured as a problem.
I agree with that. They're more aesthetic than informative, so go with whatever looks best. Having a "flat" vein over a "3d" pillar would look somewhat odd IMO, whereas having it behind does not.
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
Marsal said:
Thx for all the comments guys, it was a fun way to learn a bit about Photoshop. I don't have any free time left (time to do some learning), so I throw in the towel as well.

Keep up the good work Elhoim and android! I'll be checking up on you! :)

About the photos, I'd have to check, but they are interchangable, so it shuoldn't be too much trouble to find the useable one.

Thanks for all your work, Marsal!
 

HanoverF

Arcane
Patron
Joined
Nov 23, 2002
Messages
6,083
MCA Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Codex USB, 2014 Divinity: Original Sin 2
I dislike the column as it only appears to be there in order to partially obscure the vein.
 

Severian Silk

Guest
I think you guys are going overboard with the Roman style features. I think a crumbled-down look with the occasional hint of Roman art is OK, but having columns and statues everywhere seems a bit extreme.
 

sabishii

Arbiter
Joined
Aug 18, 2005
Messages
1,325
Location
Gatornation
Mikail said:
I think you guys are going overboard with the Roman style features. I think a crumbled-down look with the occasional hint of Roman art is OK, but having columns and statues everywhere seems a bit extreme.
I was thinking that at first, but it seems this is what VD wants, based on his comments. Perhaps the pre-apoc era of the setting was very Roman.
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
Okay, here I present you my new version of the GUI, baptized as "Redux":

Here is the Main GUI, in which I made some changes, especially concerning background, fonts and a larger text area.



Here it is the Crafting Screen, with a new background, fonts and details added.



Here is the Dialogue screen, again with new backgrounds, fonts and the inclusion of some skills.



And last but not least, here is the character screen, with a new layout and fonts, along with a different background and some details.



Of course I would like feedback for these screens, especially for the character screen. I´m out of ideas on what to do with them. If you have any suggestion, I encourage you to tell them!

Thanks!
 

Micmu

Magister
Joined
Aug 20, 2005
Messages
6,163
Location
ALIEN BASE-3
Awesome! :shock:

The new font is much, MUCH better, IMHO. It's cleaner and therefore more legible than previous fancy fonts. The difference is most noticeable on the character screen.
Letter 'd' is a bit weird though, but nothing critical.

Rearranged character screen looks better, IMO. Good job.
 

Sae

Novice
Joined
Jul 20, 2006
Messages
29
I really like your latest version, Elhoim, and I hope you win this. Only thing I can suggest is to perhaps add thin lines of lava around the inside of the item boxes in the crafting menu. As of now, the lava channels end kind of abruptly.

Sorry if I've said something confusing; I'm not fully concious.
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
Thanks guys!! :D

Can you give me any ideas on the character screen? It looks kinda plain right now... But I don´t know what to add.

About the lava, I don´t think I´ll make a full round inside the item boxes, but I will make a proper ending for them.

The dialogue screen is kinda nice. I don´t think I can add much more to it. After all, it´s just for dialogue, and the dialogue is there. Perhaps adding some more skills (If VD agrees on that) or making it a little more fancy.

Anyway, thanks for your messages, and keep the suggestions coming!
 

Astromarine

Erudite
Joined
Jan 21, 2003
Messages
2,213
Location
Switzerland
in the char screen, an idea would be to add that drawing of a man with his arms and legs spread inside a circle,by Leonardo Da Vinci. Dunno the name.
 

puppyonastik

Augur
Joined
Aug 3, 2004
Messages
175
Location
Northern Illinois
I must come out of my lurking to say this current version of the UI is the most professional looking out of all of them, Elhoim. Great Job.

I agree with you that the character screen feels as though it's missing something. Taking a glance at the crafting screen one could note the difference adding the artwork of the man forging right above the UPGRADE button made. It perfectly fit the theme of the crafting screen. Thus I recommend going the same route for the character screen slapping something simple ( like an imprinted watermark ) and to the theme, below the traits & ranks displays.

Edit: Astro's Vitruvian Man idea would be a good choice in my book.

http://en.wikipedia.org/wiki/Vitruvian_Man
 

Slith

Scholar
Joined
Mar 10, 2006
Messages
231
Location
West Coast, Canada
I also wouldn't mind seeing some character art in the character screen. A portrait of your character for instance - and I'm not talking the 3D model, but something like what Baldur's Gate had:

male9.jpg
 
Joined
Nov 24, 2005
Messages
1,269
Location
The Von Braun, Deck 5
My god, I retract my previous statement in this thread. This is why I love the codex. Just when I think the forum has reached critical mass (read tsf-invasion) a thread like this show up and defuses the situation.

I think AoD will benefit immensely from this thread and the fruits it will bear. 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.

Ok. Let's get more on topic.

Elhoim, this has bugged me from the very start of your "pillar-design". And it even has been addressed before me:

uglylinewl4.jpg


I am no artist, but if you can't see how those lines is a problem, you either need to get a not fucked up monitor, or there is a serious problem with your artistic finesse. Your persistence and enthusiasm is great, but listen to critique that matters. Its small stuff like this that brings it to another level. For instance the subtle change of colour in your select-buttons in the most recent crafting-screen, contra the one I edited above is such a thing. I love your latest one btw! The new font and the new background does all the difference in the world. Your concept for crafting is the best one yet (now just get the melted iron back in the item slots, ffs! :D)

Marsal, I'm not sure if you're still in the game, but you have a great style, only it is painfully obvious that it is a bunch of images mashed together (although in a great way :D). Your interfaces look, I don't know how to put it, very 2d or something. Flat perhaps. You should play some more with shadows and depth, and not to forget, filters. Make the images look less like images. :) Though from some of your posts, it seems like you are kinda new to Photoshop and the like, so you're perhaps not up to it. Good job nevertheless, even better if you are a newb. I know I couldn't have done it.:)

Android for president! You really seem like you know what you're doing and you are the one with the most consistent designs. You are definitely the most obvious candidate at this point. Since you're working in 3d it probably takes a bit longer to get each draft done, and I'm waiting eagerly for a dialogue screen. I'd really like to see the crafting screen with those statues (judging from flashbacks comments, I probably will), however a 3d-version of Elhoims concept could be even better! And I love the way your crafting-screen is a natural extension of the interface.

Android for president! You really seem like you know what you're doing and you are the one with the most consistent designs. You seem like the most obvious candidate at this point. Since you're working in 3d it probably takes a bit longer to get each draft done, and I'm waiting eagerly for a dialogue screen. I'd really like to see the crafting screen with those statues (judging from flashbacks comments, I probably will), however a 3d-version of Elhoims concept could be even better! And I love the way your crafting-screen is a natural extension of the interface.

But a couple of things regarding the interface: In your current design it would be alot better if the item slots were on the top, and you should consider loosing or reducing the size of the border between the interface and the game screen. Functionality over looks, and of course both in one is even better. Both of these issues have been mentioned before, but I'm just bringing it up again so they don’t get lost in the crowd. I'm also not a big fan of those bright colours you use, if it has to be a colour, I think it would be better with a more gritty and subtle one. It's too in-your-face, and not so post-apocalyptic as it is now. And, as someone suggested, perhaps try to loose those branches, It very well might work without them.

And on another account, what happened to the minimalist designs? There is a lot of concepts early in this thread that should be looked into by you. You even had one minimalist design your self if I recall correctly. Of course minimalism vs. functionality has to be carefully considered, but I guess there is no need to even mention that. VD gave rather free restrains, so knock yourself out! The current design is very true to the original design, only with the icons at the bottom (which is a bad thing, I really can't stress this enough).

All you people in this thread who have contributed with concepts more than real candidates, keep 'em coming. There is no shame in developing someone else’s concept (Android, hint hint), if its a good one.

And lastly, Mantra_n you need to get your ass back in this thread. Even if your interface was a blatant rip-off from something else, you should still participate. You have a good eye, or even (apparently) some of that previously mentioned "artistic finesse".

Edit: Damn this thread moves fast (or really, I write fucking slow)! This post was started after Elhoims latest pic-post...

A few coments on the posts I missed: Try lava like sae said, and regarding character screen; if you're doing the Vitruvian man, as per Astromarines suggestion, it should be your own take on it, not the original painting.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Elhoim said:
Here is the Main GUI, in which I made some changes, especially concerning background, fonts and a larger text area.
Awesome, love it. I think the right portion of the interface is perfect now, but I'm nots ure about the left. I think the different styles are a bit conflicting.

How about something like that:
Let's drop the column business and go with the wall idea. The hand slots look like patches, which is perfect. Now, for the text box, let's make a hole in the brick wall (remove some bricks, basically), and the text background will be the darkness of the hole. Instead of the columns, try wooden beams, supporting the wall. What do you think?

Crafting is great, the other two screens are "meh".

Edit: Astro's idea FTW!
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom