11-13-2015, 04:55 AM
Do you have PSDs or similar?
Redesign the HUD
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11-13-2015, 04:55 AM
Do you have PSDs or similar?
11-13-2015, 07:37 AM
Somepotato Wrote:Do you have PSDs or similar? https://www.dropbox.com/s/lavwytfw9lv0k ... e.psd?dl=0 Feel free to experiment with colors.
11-13-2015, 09:39 AM
Although I like the layout of Rocket's design, there's a problem I have with it that I tried pretty hard to fix with my first HUD design.
Every element has a really ugly radiant gradient on it, so there's a lot of colors that never get used again, and in general it just looks too crowded and overly detailed. I think just flat coloring looks a lot more tasteful. Otherwise, the only small things I don't like is that items are intended to be transparent over it, which I think is pretty pointless and also a bit ugly. The other is the tabs having the corners cut out, which just looks kinda unneeded and too gimmicky for me to like. Other than that, I prefer it to my HUD 1, but I would also like to maybe get the elements I put together for 2 and use them on your design.
11-14-2015, 02:43 AM
Hm
I was going to redesign the hud myself, but after seeing rockets effort, I think we should build off that rather than starting from GO collect 200$. I think we should aim for simplicity and darker colors, like quilty said, make it inoffensive as possible. Bearing the darker colors in mind, I think we should use quilty's HUD 2 color scheme. As far as transparency goes, balls in the coders court. I think we SHOULD use transparency, the more we can see the better. When i'm playing I often have the backpack and inv tab closed/minimized so I don't essentially have a blindspot on my bottom and left hand side of the screen. Having some sort of transparency would be a very good QOL addition. The reason i'm saying it's a possible coding issue is that while i'm sure the HUD itself could have some transparency, i'm not 100% sure if items on the hud will behave in a similar manner.
11-15-2015, 11:00 AM
Since everybody seems to be building off of the current interface I went ahead and broke it into it's individual components and saved it as a psd. (Read: I was bored)
> http://s000.tinyupload.com/index.php?fi ... 2711879390 I might get bored enough to actually do something but I'm not sure how byond works. Is it a large pain, for instance, to make buttons that span past 32px^2? Or buttons that lie between tile-lengths? I know you can make multiple buttons per 32px^2 tile, but is there something I should know about them before trying? It'd help those who are not well versed in byond-fu to have some of it's common UI shortcomings listed. If I try, I'll probably break from the current UI a good bit. I, unfortunately, realized this after I made that psd.
11-15-2015, 06:00 PM
That's the latest revision of my HUD idea. Some stuff from my first and second designs, and some stuff from Rocket's.
11-15-2015, 06:27 PM
I love it. It's refined, cleaned and dark so your the color of your items and intent will catch your eyes.
11-15-2015, 10:18 PM
Vitatroll Wrote:Since everybody seems to be building off of the current interface I went ahead and broke it into it's individual components and saved it as a psd. (Read: I was bored) My general stance on this sort of redesign thing (see also: popups) is that you can just design whatever you want. Imagine a world where you can do (almost...) anything and design the best gosh darn system for that that you can. I will take that design and turn it into functional code as best I can. It's a lot easier to work with something I have to cut down than add on to. As for your specific questions: Yes buttons can be whatever size and lie at whatever position, that's easy peasy.
11-17-2015, 09:38 AM
The new hud is fucking ace.
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