Development > Artwork
JA2-like hud
Crystan:
Your work looks definitely much better than the old one. I really like it. *thumps up*
bayo:
I rework the soldier bar cause i really think it is need to have that size ATM. I also think the merge between that bar and the soldier panel is not very nice. Anyway, i think i can work with that content. Will see.
mor2:
i made it smaller 32x32 squares, if you want it smaller tell me exactly how much on how much you want it.
personally i think its too small and unless you add some way to distinguish which one is selected it will be very annoying, which is why i kept one with spaces, so you can add a selector, i suggest the one at the bottom right, around the fourth from the right head here. we can do something else but i think that a selector is must.
btw does the game support semi transparency? if so we can do it with highlight on top.
--- Quote ---I also think the merge between that bar and the soldier panel is not very nice
--- End quote ---
i think its butt ugly, just as the merge between the portrait and the space for buttons on the left or most of that original theme (its wasnt designed to be placed like this, look at the corners at opposed sides), anyway what you want me to fix and is the space i left for the name is enough? (dont worry blur, transparency and other effects can be added later)
EDIT:
i actually think it so ugle that i made a quick fix, little different than your mockup but i think its better: http://i51.tinypic.com/9h0z9l.png
bayo:
--- Quote ---personally i think its too small and unless you add some way to distinguish which one is selected it will be very annoying
--- End quote ---
* we need space for a big shot button, and a relead button, then this space is need for anotheer thing http://ufoai.ninex.info/forum/index.php?action=dlattach;topic=5477.0;attach=5773;image
* plus, we dont have a lot of faces, then we can't anyway distinguish soldier with heads. We must create something when we hover heads with mouse (updating soldier panel, tooltips, or another way, your selector? but i dont well inderstand it). See it as a way to access to soldier not a way to distinguish them.
See http://ufoai.ninex.info/forum/index.php?action=dlattach;topic=5477.0;attach=5776;image as a contrainte (it can be 1 or 2 pixel bigger per box, but i dont thing it can be more)
--- Quote ---btw does the game support semi transparency?
--- End quote ---
Yes.
--- Quote ---i actually think it so ugle that i made a quick fix, little different than your mockup but i think its better
--- End quote ---
The weapon zone must be bigger cause there is ammo model. And i already talk about soldiers tabs. And there is no space for the soldier name (which should be inside a green panel (with another image anyway, but i mean it need more height than the text height))
I only create this mockup (http://ufoai.ninex.info/forum/index.php?action=dlattach;topic=5477.0;attach=5773;image) to constraint some box position and size. You can do everything you want with the style. It only must look like our grey-green style, but you really dont need to reuse the real current style. I mean, it can be more modern, while there is not a very hard gap between the geoscape and the battlescape.
mor2:
by selector i meant something like that because 16 tiny heads is confusing, adding a marker to know which one you are using will make it much more easy to select the next one.
and here is an even smaller version
the weapon zone is bigger than the one in your mockup, so you want the panel on top thinner or make it wider?
and you want the "standard name box" to fit under the portrait, maybe we can do it with plate instead, like in the MP menu but instead of a vent put two bolts on each side and place there the name, it sure will take less space ...
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