An always-on gui for crit/help *update*

Started by Azaron, Thu 31/08/2006 21:56:09

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Azaron

Hey all. I have a gui that will mostl likely be used for a first person game. I like it, but I'd like to get some more input on it. The second image is a possible character design if I decide to use a player character sprite. It's actually a paintover and alteration of a more famous sprite. :)

X2

Edit: not using the sprite, but I'm still working on my spriting skills.

Put some texture into the new gui, tried to do some basic work on the buttons and such. Anyone want to comment?

MadReizka

Are you on a restricted colorscale/pattern. I mean there is plenty of room for more colors and shading. The tones of the yellow/brownish color would need something, like highlights on the other side and shadows on the other.
I do music and visual effects:
http://www.distantshitfilms.net/personal/

Nikolas

It seems restricted colour wise, but I really odn't mind.

The aesthetic is such that does not create any problem really to my eyes...

Azaron

For the colors on the gui, I wanted to keep them simple so they wouldn't interfere or detract from the main game screen. Visibility and ease of recognition of the buttons and interface was paramount, and I really didn't want to make the border areas too spiffy, but I wouldn't mind adding a little more detail or a different pattern on the sides. I'm sort of out of ideas on it though, maybe I'm just going through some sort of creative block on it. Any ideas?

sergiocornaga

That character is a mess of different-sized pixels. The aesthetic and basic style is very nice, but try to eliminate some of the jagged edges on his head, arms, legs, hands and torso.

However, if it's just a design, I'd have to say the colours work very well together. Maybe not the belt.

jasonjkay

Quote from: Azaron on Thu 31/08/2006 21:56:09
Hey all. I have a gui that will mostl likely be used for a first person game. I like it, but I'd like to get some more input on it. The second image is a possible character design if I decide to use a player character sprite. It's actually a paintover and alteration of a more famous sprite. :)

I really need some advice on how to smooth the colors in the sprite.
Is the original sprite from a kings quest game or some other seirra game? I've got nothing against paintovers but you could try drawing a sprite from scratch using a referance pic or something. Nice GUI but I really do think the border needs more colour.
http://www.americangirlscouts.org/agsresources/ - Mods, plugins and templates.

Azaron

For the sprite, I was trying more to come up with a good looking concept to work from. I'm not that good with sprites yet. And yes, it's good old Roger, actually. His arms have been repositioned to make him less slouchy and I was trying to get a feel for colors.

Any suggestions for the side borders?

jasonjkay

Some shading would help, make the middle of the X in front of the staight line lighter and the middle of the X that goes behind the straight line darker. Also try to add some wood grain to the buttons or something.
http://www.americangirlscouts.org/agsresources/ - Mods, plugins and templates.

Azaron

#8
Okay. Sorry it took so long to get back. Work sucks. :P I redesigned the gui completely as I changed some things and how they will work in the game. I now have an incredibly complex gui that I am happy with in terms of potential functionality and framing (for the feel I wanted) but I am entirely unhappy with my inability to texture small low res areas. ie the top sections and buttons. I need examples or suggestions if I can get some. Paintovers would be appreciated, especially in this regard. I learn very well from examples and explanations. I was thinking of something like a stone textyre.

First, here is a link to the actual image, 320x240

And here it is double size:


The background is a sample of the graphics that will be in the game so you can see what I'm working with.

For those interested, the numbered areas are as follows:
1-6: look/examine, get/manipulate, talk to, attack, cast spell, and self (a special icon to allow you to perform actions on yourself.)
7 & 8: Endurance Points and Willpowr Points respectively
9-11: This sounds complex, but isn't really. These are rune slots. specifically, verb, noun/verb, noun. You can use these to cast spells, but not all slots are always required.
--Don't know what I'm doing with that extra space under the rune slots yet. :)---
12: The movement control. you can also use the number pad.
13-18: Inventory and status icons. Backpack (limited capacity), special items, rune list, weapon inventory (limited), character status, and belt pouch (limited for smaller items)
19: Thinking of this for a possible map/tracking area to make navigation easier.

Suggestions on all of these are welcome, obviously. I know it probably sounds and/or looks complex but it really isn't. I think. :)

Azaron

bumped shamelessly. see first post for update.

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