Thread: I'm tired of reused Inventory Graphics..

  1. #1101
    I have to say I like the colour scheme and the improved feel of the graphics of the new one, but Currently as it stands I'd prefer to stick with the old one for a number of reasons:

    1. I prefer the Rounded Buttons, Tabs, Check-boxes etc. of the old one, the new one the buttons all look too square.
    2. The Hotbar and NCU window, in the old one I like how they had designated spots, the new version they seem to be just hanging in space instead of set in a designated location.
    3. I do like the background effect on the Trade-skill window and the trade window, but I don't much like it behind actual text like in the Info window and the NPC conversation window.
    4. Finally the tabs, I like how in the old version they didn't quite meet the top of he window and how there was no break between the tab and the information the tab was connected too, in the new one the tabs are a completely different colour and don't match their windows
    5. I do prefer the new Scroll bars


    I know I'm probably being very picky and I'm sorry if the post seems rather negative, but you normally appreciate honest feedback.

    P.S. Can we see some of your new Icons in your new GUI Version as well for comparison?
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  2. #1102
    i like the new gui, except the inventory. I think a gradient emerging from the center would look better for each slot (like in the old gui)

  3. #1103
    Quote Originally Posted by Zilch View Post
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  4. #1104
    Nice work on the GUI Doc.

    Couple things though:

    1. I think the gradient dark/light on the stats bar is a bit to dark. It just looks odd to me that's all.

    2. The mouse pointer, while nice that it's the AO logo, is a bit to bulky for my taste.
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  5. #1105
    New GUI looks nice Doc.
    But I also agree with Ebondevil about the NCU/hotbar icons kind of floating in the windows, and the tabs not being the same color as the selected window.
    Another thing that I personally think is lacking, is the transparency in the windows.
    Also the use of square buttons is a good thing to me, makes the game look more modern.
    Last edited by arctictiger; Oct 12th, 2010 at 11:27:40.

  6. #1106
    It looks good, needs some tweaks as above mentioned but fine.

    BUT, could you please remake/redo those fugly wings ( I know you can turn them off, but even those icons on em are so annoying ).. Actually I love the dovvetech style menu's - compact, nice, does not take too much view space.

    Cheers.

  7. #1107
    One question....

    When can I try it out on my PC

  8. #1108
    Quote Originally Posted by arctictiger View Post
    New GUI looks nice Doc.
    But I also agree with Ebondevil about the NCU/hotbar icons kind of floating in the windows, and the tabs not being the same color as the selected window.
    Another thing that I personally think is lacking, is the transparency in the windows.
    Also the use of square buttons is a good thing to me, makes the game look more modern.
    Just so you know the 'transparency' is handled in-game through code, none of the GUI bitmaps are transparent, (except to have that 100% green=transparent on some parts).

    So, when I make these mock-ups, I'm making them non-transparent. I might make a sample of what they would look like semi-transparent, but I have no way of knowing if it will look the same in-game.

    Cheers.

    P.S. I've given the buttons a rounded corner and made the backgrounds in the info and npc chat window solid color with rounded frame, like in the main chat window. It looks much better, Oh and I changed the gradient to circular for the inv/trade/wear windows etc. I'll fool around with the tabs next, but imho, the old style where the 'selected tab' is dark and the background one is light seems more odd than the new style.

    Oh, and I'm not 'redesigning' the GUI, just re-skinning it. I'm no xml programmer, I'm not going to fool around with those files. So throwing suggestions at me to change the layout and design will fall on deaf ears. Sorry, but I do what I can, not what i can't.

    Cheers!
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  9. #1109
    Love the look of the new GUI.. 2 things tho from a practical point of view.
    1. Can you adjust hp/nano bars to show blocks of 10% or 25%.. so its easier to see how much hp/nano you have left?
    2. Can you do the same to the AGG/DEF bar? so you can set it precisely where you want it?
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  10. #1110
    this GUI proposal looks very cooler & clearer ! buttons are nice, border and bars also. that makes it overall look more "adult", less flashy somehow.

    the only elements i don't like that much are the rounded squares for inventory/trade/tradeskill background of items. you could try some different styles to see if that could be improved, imo.
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  11. #1111
    Did you take into account that AO adds a greenish overlay to all graphical elements of the GUI?
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  12. #1112
    Here is an update..

    http://fi1.mirror.jolt.fi/Docaholic/GUI_Mockup3.png

    -rounded the corners of the buttons and check boxes..
    -changed the info and npc chat windows to more match the standard chat window.
    -modified the inventory/trade skill/shop boxes, made them look deeper and also gave 'full slots' a back glow. empty slots are faded. I think this might need a bit of coding, but would be a nice feature.
    -added the separators to the quick bar, and frames on the ncu window.
    -added notches to the xp/nano/health bars so you can have a better idea of current amount.

    **After trying different 'tab' designs I'm gonna stick with this current one, it looks best, and I believe 'active tabs' should be brighter, the old way was in reverse.

    I think this update 'fixes' any issues that you people have voiced. Keep the feedback coming. I'll work on the wings next..

    Cheers!

    P.S. I'm not aware of any 'green overlay' on the GUI items.. but if there is one it will just make this 'blue-ish GUI a bit more teal color.
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  13. #1113
    I like this version a lot. Although, I am not a fan of the AO mouse pointer, as someone else stated. Also, I have always wondered why there are no tick marks on the Agg/Def bar at say every 25% or something like that? It may be on purpose, but it would seem to be a nice feature to me anyway. Would that be hard to add unless there is some reason for it to not be there?

  14. #1114
    I'll make a new mouse pointer, no worries there, and when I do the agg/def bar I'll add ticks so it's easier to set it at the level you desire. I'll see about the gradient on the stats window, everything is temp, until it gets approved.

    Cheers!
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  15. #1115
    Jolt Cola, eh? Gui looks nice!
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  16. #1116

    Thumbs up

    Definately like the looks of new one....
    But I like the square buttons more, and the item "containers" in the inventory and shopping window etc look a bit too 3D compared to the icons... (Don't know how anybody else feels about that, I'm a total graphics nub )

    Maybe an idea for 2 versions?

    Anyways, keep up the good work Doc, you're doing great!

  17. #1117
    BTW Doc, I should have said that the graphics that you have done so far are awesome! I noticed that they had changed a few months ago, but just figured FC was introducing new icons in preparation for the new engine. Anyway, when I found this thread, I was so amazed! It is astounding to know that FC cares enough about the game to take your/our input about graphics into consideration. Great Job and keep 'em coming!

  18. #1118
    newer GUI looks great ; lighter active tabs, info window, graduated life/nano/xp bars.

    only thing that hurts my eyes is lighting inventory/tradeskill/trade windows slots when containing an item. the empty slots look better now (compared to your first proposal), why not let them like they are even while containing an item ?
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  19. #1119
    Quote Originally Posted by bitnykk View Post
    newer GUI looks great ; lighter active tabs, info window, graduated life/nano/xp bars.

    only thing that hurts my eyes is lighting inventory/tradeskill/trade windows slots when containing an item. the empty slots look better now (compared to your first proposal), why not let them like they are even while containing an item ?
    That is probably what will happen, having the slot light up when an item is in it would require coding from the programmers. It's just me slipping in what I thought would be a nifty idea, and help the inventory feel more dynamic.

    Cheers!
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  20. #1120
    The new concept looks good but a few things to keep in mind are a lot of things share images. For instance if I remember correctly the background for the info window and the inventory window pull from the same image so if you are just doing a reskin that is something to keep in mind. Another thing to watch out for is that the blue overlay that happens with the GUI only applies to certain images for some reason. What really makes things tricky is the fact that some of the things that share images are effected by this.

    It may be worth actually skinning the GUI or at least talking with some of the folks who have about what things are possible and what aren't before you get to far involved and your hopes and dreams shattered when you find out you may not be able to do what you are wanting to do.
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