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interface needs helpful Criticism
Aug 10 2012, 1:47 am
can u guys criticize the interface and the houses something looks wrong with the houses to me:/.
Aug 10 2012, 1:51 am
The roofs should maybe be a bit longer, the rest looks pretty good, good job mate.
Aug 10 2012, 3:05 am
Your view is off the house looks flat while the fencing haves a 3/4 view,so they clash.In a 3/4 view you should be able to see some of the roofing from the farside.
Aug 10 2012, 1:26 pm
How did you come upon changing the scroll-bar's icon? On the chatbox
Aug 10 2012, 1:58 pm
i just thought it would be cool :/
Aug 10 2012, 2:04 pm
Yeh, But how did you make it? o.o
Aug 10 2012, 2:09 pm
I dont think it was done in the interface function in BYOND, likely onscreen objects and maptext.
Aug 10 2012, 2:18 pm
yeh, i suspect some maptext and lists popping in there.
Aug 10 2012, 2:23 pm
he didnt actually change the scroller. Its a mockup
Aug 10 2012, 2:37 pm
Aug 10 2012, 2:44 pm
lol thankyou for being the troll :D its funny now
Aug 10 2012, 3:21 pm
I think it's too monochromatic, makes it a bit hard to make out. It also blends in rather strangely with the houses/fence. I'm not an artist, but as a player I think it would feel awkward.
Aug 10 2012, 5:05 pm
Brown definitely isn't the color for that. If you absolutely must, use a color for the foreground that contrasts a bit better. Your font is way too close in color to the brown you have chosen for the interface.
Also, I'd put the "bug report" button in a menu panel after you get your first major testing out of the way. It gives a bad vibe to have it hanging out right there after the game's had a successful launch.
So yeah, use different colors than black against that dark brown background.
And yes, your houses are a bit off. It's the roof. Way too much frontage to roof ratio there. Also, consider the size of those structures versus the player.
I'm not an artist, but I spent a few lazy afternoons putting this together:
Note: I've got to go back and clean up the tiling of quite a lot of this, as the seams are very obvious in almost every tile.
I used some other peoples' resources as references and palette guidelines:
For the human - I liked the look, so I used the proportions and tweaked the palette of this one:
For the tileset I used the palette and some of the shading styles of this one:
But yeah, this will give you some idea of complimentary colors, proper scale for things, etc. Your palette choices are a bit harsh, making for very vivid colors that clash, and your perspective is somewhat confused.
Aug 10 2012, 5:14 pm
So for the interface. Not sure where the idea came from to have a brown on brown interface came from. Take some inspiration from like, world of warcraft or something and add some other colors or a texture. Frankly even if you want to stick with just brown, you need to pick your colors better. Some light browns or even just pleasant browns are good. Your colorscheme is just an ugly color scheme, the functionality of it isnt bad in theory but it is aesthetically very very unappealing.
If you are going for ye old wood look, add some cobblestoney colors in there and/or texture, or a metalic color, and/or pick some new shades of brown.
Here is an example of what I would recommend
Took me maybe 10 seconds to tweak the colors to something that did not offend my eyes and make the text hard to read.
Aug 10 2012, 5:54 pm
so a ligher brown lol
Aug 10 2012, 6:21 pm
That was 10 seconds of work, if you put 30 minutes of work in to picking a nicer colorscheme for the interface it would go a long way. it is also boring. I dont know why you avoid using nice colorful and simple graphics for things on that right hand bar. Your insistence on using only poo-brown in your entire interface is very limiting. Even if you used a lighter brown, added more colorful icons where there are buttons and then added a steel looking 3 pixel frame around the outside of the interface.. it would probably look nice. Lightening the brown is a must.
Aug 11 2012, 6:27 am
In response to
Aug 12 2012, 12:28 am
Thanks, N. They still need a lot of work, though. The tiling is pretty bad, and I need to create some more variants for the ground cover. I'd like to have a dirt autotile, and a proper mid-length turf autotile, not just the plains grass and sawgrass you see in the image. Toss in some pebbles, a few wildflowers here and there, and maybe the occasional shrub, and I think it'll be good enough.
Too bad I can't seem to find another couple of artists, and another programmer that actually know what they are doing. I'd be able to consistently push out stuff with this kind of quality.
Aug 12 2012, 4:53 am
In response to
Hell, not sure how much help I'd be as a porgrammer; I lose drive from time to time and take awhile to get back into things. But I'd be willing to throw a few things your way. Further talk in a more private channel?
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