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Re: Tweeks GUI Concepts in action
Posted: Thu Aug 23, 2012 2:12 am
by janaba
Wow!!! Now, I'd prefer this one over Tweek's, great job, GPNMilano ... /clap ...
The lighting is great, esp. the light on the floor, and the graphics are of good
quality, maybe better than in Uru lol, you've brought out the best of everything ...
For me the 'Del, Quit, Enter and Explorer' are a bit too fat or bold, I believe
Tweek
used a serif font like Times resp. a mixture of both serif and sans serif, but that is
a matter of taste ...
The beautiful avatar pictures in Tweek's example had to be uploaded by everyone
him/herself I suppose, so that'd be a matter of adding an upload 'facility' to the
'Create Exploerer' options window and thus the Uru matrix by our programmers lol ...
Ahhh, I almost forgot to mention that I like the idea of adding a beautiful ambient
sound, not too loud, to the GUI dialogs ...

Re: Tweeks GUI Concepts in action
Posted: Thu Aug 23, 2012 11:48 am
by GPNMilano
janaba wrote:
For me the 'Del, Quit, Enter and Explorer' are a bit too fat or bold, I believe
Tweek
used a serif font like Times resp. a mixture of both serif and sans serif, but that is
a matter of taste ...
The beautiful avatar pictures in Tweek's example had to be uploaded by everyone
him/herself I suppose, so that'd be a matter of adding an upload 'facility' to the
'Create Exploerer' options window and thus the Uru matrix by our programmers lol ...
Ask and sometimes you shall receive janaba.
The main screen:
- Main Screen Show Spoiler
[img]http://www.thedeepcity.com/DIRTDev/images/CitymainLarge082312.jpg[/img]
The delete screen:
- Delete Screen Show Spoiler
[img]http://www.thedeepcity.com/DIRTDev/images/CityDeleteLarge082312.jpg[/img]
and the create a player screen:
- Create Show Spoiler
[img]http://www.thedeepcity.com/DIRTDev/images/CityCreateLarge082312.jpg[/img]
Unfortunately because some of Uru's fonts aren't available in bold. I ended up going with the Courier bold font for the buttons, and keeping Arial Bold and Tahoma for the rest. Also it's possible to change the avatar pics to something other than the ones uru makes with my version. You can do a search for the headshot folder in your computers Uru installation. It's the same area of your drive that holds your KI images, and the folder for the headshots is called "Avatars" The file name is based on your KI Id. However with my version I chose to change the python scripting so it looks for a image with your actual avatar name. So for example it looks for FirstLiveTest.jpg in the above images and finds the avatar pic that I made. then it displays that, instead of the closet picture that we're used to. I can also make it so that the Closet saves images taken there as your avatar name rather than your KI Number. Making it so you can upload one directly within Uru may be difficult, I'd have to take a look at the engine's internals and see if it's possible to do so or has to be added into Plasma.
Re: Tweeks GUI Concepts in action
Posted: Thu Aug 23, 2012 12:29 pm
by janaba
Awesome, GPNMilano ... now it is great for me, I have nothing else to add for now
unless someone comes along making me or anyone else aware of something I didn't
think of yet lol ... No, really, great job, and I wonder what others might think of it now ...

Re: Tweeks GUI Concepts in action
Posted: Fri Aug 24, 2012 2:52 am
by Sirius
Very nice work, much better than the old interface which was pretty ugly (the "delete" function is really clever).
About in which Age would be this menu, what about making it random ? Sometimes it would be in the Cavern, sometimes in an Eder, or the Cleft... It would also be nice to have the ambience sounds from the Age displayed.
Oh, and will we be able to have the same color scheme for all the GUIs ? Not only the main menu, but the option menu and all ?
Re: Tweeks GUI Concepts in action
Posted: Fri Aug 24, 2012 4:08 am
by Wamduskasapa
Sirius wrote:About in which Age would be this menu, what about making it random ? Sometimes it would be in the Cavern, sometimes in an Eder, or the Cleft... It would also be nice to have the ambience sounds from the Age displayed.
Now that IDEA I like
Specially for an online game. If the game initiation were written in HTML, most of the script, sounds and images would be on the local machine and only a small matrix of info would need to be transmitted...
Re: Tweeks GUI Concepts in action
Posted: Mon Aug 27, 2012 7:45 am
by Rhee
unfortunately none of the pictures are opening up for me to look at so I can't actually see all the progress that has been made in design so far :/
Anyway, I just wanted to drop two cents about the sounds thing... first of all, having the ambience running in the background would be awesome, and as for selection sounds, I'm thinking any of the stock sounds (or a newly made equivalent) for some of the other "interface" moments in the game would work well. Of course, which ones used would depend on what the actual GUI looks like, and again, I haven't actually seen it yet... haha.
Re: Tweeks GUI Concepts in action
Posted: Mon Aug 27, 2012 9:39 am
by GPNMilano
Rhee wrote:unfortunately none of the pictures are opening up for me to look at so I can't actually see all the progress that has been made in design so far :/
Yeah sorry about that. My site should be back up this evening or tomorrow morning.
Re: Tweeks GUI Concepts in action
Posted: Tue Aug 28, 2012 9:42 am
by GPNMilano
Sirius wrote:About in which Age would be this menu, what about making it random ? Sometimes it would be in the Cavern, sometimes in an Eder, or the Cleft... It would also be nice to have the ambience sounds from the Age displayed.
Unfortunately making it a random display is a bit beyond the work I'm willing to put into the GUIs at the moment. (It would require multiple scenes of the ages that are hidden and shown at random intervals. It's possible just not very feasible. The color scheme of the interface wouldn't look all that great against a backdrop of say Eder Tsogal.
Oh, and will we be able to have the same color scheme for all the GUIs ? Not only the main menu, but the option menu and all ?
Actually I spent the last week going over the rest of the main GUI interface to do just that. I should have some images later tonight. Unfortunately until we have a license in place for the KI assets I can't release the source files for those.
Edit: Fix a broken quotation bracket.
Re: Tweeks GUI Concepts in action
Posted: Tue Aug 28, 2012 12:34 pm
by Sirius
GPNMilano wrote:Unfortunately making it a random display is a bit beyond the work I'm willing to put into the GUIs at the moment. It's possible just not very feasible.
That's what I feared... Well, the Cavern should be enough then.
GPNMilano wrote:Actually I spent the last week going over the rest of the main GUI interface to do just that.
Great ! It must look a lot better than the old one.
Yeah, the license could be a problem though... Too bad Cyan won't even allow modified files on MOUL Shards.
Re: Tweeks GUI Concepts in action
Posted: Tue Aug 28, 2012 3:46 pm
by Tweek
Wow, nice work Chloe.
I used a mixture of sans serif and serif fonts to break up the design, make it less blocky looking.
In your implementation Chloe, I would probably loose the rounded edges on the name box, in this instance it doesn't really work for the design.
As for the dark over light design comments. A large part of me agrees, but then the design I would use for an avatar screen these days would be greatly different to the designs I drew up 2+ years ago.