Closed alexfriesen closed 8 years ago
That is pretty slick!
looks good, but how big are these buttons?
The current menu will be max 90px in hight and the width depends on items in the menu ;) A single button is about 98x75px.
this was something i was going to suggest / mock up in the near future because the amount of text buttons is growing fast its starting to clutter the screen a little so using picture representation for things now could save us some trouble later on.. maybe add a tool tip to the bottom so it gives the name above or something so people know what it is if they cant figure out the pictures
Doesnt it kinda clash with the pixel art? Its so smooth. Hard to tell.
@Mizipzor It might conflict a bit. That said... desperately needed, and getting to a more organized slick UI is really going to help when new features start coming in. Probably needs to happen now anyway.
@alexfriesen This looks really nice.
IMO that's pretty huge on any screen with less than 1080p resolution. It would be nice if it could scale..
Thanks for the feedback. I made the borders thicker and less transparent.
With the thicker lines I would be possible to scale the menu down.
Here the reworked bottom menu
The Options menu:
And the build/furniture selection:
Full scene:
Now all that's left is a font that feels proper in this look and feel, but I definitely enjoy the slickness of this UI.
Hey @alexfriesen, have you seen the #art room in Discord?
Nice, cant wait for it to be done.
Oh man, I'd loove for this to be in the game. If we're going for a non-pixelated UI, I like this direction. I have a couple of thoughts. Whenever the gui shows text, I think we need to use elements that can stretch - maybe not 9 sliced, but at least easily stretch along x for localized text. Just so we avoid having to redo art for every size of dialogue box.
Maybe we could use less saturated colors, and some subtle gradients/glows can make this feel a bit more sci-fi. I made a crude example on top of yours, to show what i mean.
Great Ideas!
I would love to use some gradients, but I don't really know how to do it in Unity when everything needs to be able to stretch. But I'm going to investigate in your glow idea.
Will you make UI elements for others to make their own UI for features currently not in the game?
I could do that, if i have some time left.
This looks great. For windows we could also have some transparency, while trying to keep the text readable.
BTW: I think the Settings Button can go to the Options Menu
@alexfriesen I agree.and if we keep adding test maps, maybe we need a debug/test dialog that can be open from the options dialog.
@alexfriesen would you mind creating a [WIP] PR so others could join/help/have a look at it?
How is this going so far? I only ask because it looks like we are getting yet more furniture, and this seems to be required to keep them visible for the resolution impaired.
Hi, this is still happening ;-) I have been very busy lately and didn't had a lot of time to work on this. In #999 I started with the settings menu.
The construction menu should sit at the left corner of the screen and contains a scrollable list of all furniture.
Feel free to start working on some of the pieces, I think the screenshots will show how I imagined the UI to look like.
We can come up with a temporary ui fix if we need. It would be easy enough to have 2 columns until @alexfriesen PR is ready
see #1500 for UI redesign for version 0.1 -> 0.2
I started working on a new UI Design.
I am aiming for a slim sci-fi look.
This is the current state of the main menu. what do you think?