Closed seblindfors closed 2 years ago
This is what it looks like for now. Maybe it would make more sense if it started and ended at the arrow instead of the top? :confused:
Awesome approach! I have only a very small suggestion that may work or not.
Actually the graphic grows centered with the protrait ring. Wich is cool. Could you de-center the cast bar so at the beggining of the cast the graphic is a bit towards the right, and as the casting goes on, the cast bar centers with the portrait ring? (sometimes i hate myself for explaining like this.....)
You mean so that the cast bar "shoots out" of the portrait and into a loop?
im gonna try to make a crappy gif.
It's until i try to do it that i realize how stupid my idea was. So, forget my last two post... Those are not the posts you are looking for...
I love this approach, and im wondering if it would look more stilys with a thinner line.
Maybe. Could probably decrease the size slightly.
What do you think about these kinds of config layouts?
It could come handy in the first bindings screen you have, as now there is plenty of room there, and it could give a quick look of the actual layout. But i would put the whole information like: "Square: LEFT SECONDARY ACCTION BUTTON 1: Smite [Icon]. Maybe just leaving the button and the spell attached to it, and maybe a message saying "not set" when there is no bind yet.
But as soon as you press a button to change its binding, i would switch to the actual config window, as it is very easy to manage.
The only thing i miss maybe on that screen is to be able to set a new binding either via Smart Cursor, or via Mouse.
And also, when i click on a specific combo to bind (Sas L1+O), it would come helpful to have a visual hint of the next interaction i'm expected to do.
A message for example: "Click on an action bar button to set a new binding or choose from the list"
I was thinking it would display the base binding and then change when a modifier is held. I'm adding graphics for the back of the controllers so that the interface makes more sense, but I wanted to ask your advice for doing the lines like in the image I posted. Here's new graphics:
Want me to make a suggestion on how to display the bindings with this style and the behave you described¿
I cant download the artwork and ount it on facebook and then do the linelayout rite¿
How you plan to display the back of the controllers¿ and also.... Are they really needed? I mean, those back buttons can be represented with line that comes from behind
You're right. But added them nonetheless. This is where I'm at right now: Drop shadow:
I pushed the "Config layout.psd" fiile to the git if you want to check it out. It's pretty poorly made at the moment, but I've drawn the basics. Keep in mind that wow's graphics engine doesn't sit well with extremely thin diagonal lines, so they probably have to be a bit thicker than what I've used in the psd.
That is super cool
Do you want to make LG and RG button graphics or should I do it myself? As you can see, something is missing in this screenshot. :wink:
How much i love the monk colouring.
Gonna try to make them tommorrow morning, ok?
Sure. Whenever you have time. I already made the 64x64 pieces, but they might not look completely right, as I didn't use shapes to make them: What is mostly needed right now are the 32x32 icons for action bars.
Got tired of coding so decided to update the binding wizard with the new style. :wink:
I think its visually bad centered, maybe it would make a better feeling if the whole group of controllers is moved slightly to the left.
The steam controller gray doesnt match with the other controllers, if i can grab the original image i can do the colour correction. If you want to try, you only have to select the layer of the controller and add a correction layer: Selective correction (at the bottom of the layers pannel). Fron there you have to change the values under grays and blacks by selecting the in the dropdown menu at the top of the new panel
The original image is in the artwork folder if you want to mess around with it: Artwork/Controller Splash.psd https://github.com/seblindfors/ConsolePort/blob/master/Artwork/Controller%20Splash.psd
I agree that it's off center. Will fix :)
And you didn't even mess up the button colors. Nice job :)
I came up with this idea. The idea is a simple spinning cicle synced to a loop per second. Based on what we spoke, i tried to reflect the next:
I avoided to represent the casting status. I'd like to rethink if it's really needed to see the cast status knowing that: 1- There is a huge castbar somewhere on the screen. 2- Normally you know your shit, so you plus or little know how much time consumes each spell. 3- For fake casting, i also think that you end up doing it incstentively. 4- If you casted a wrong spell, you will cut it as soon as you notice.
With this in mind and with the limitations appeared for the spining cast, i thought that it may be interesting to represent that you are casting, rather than how much time of cast is left. Oh, and i tried to make a loop for each second, so there you can have a slight guide of the cast status, maybe...
forgot to mentino that the only keyframed animatino would be half the spin wich is a 15 frames. how it sounds to you?
edit:well, actually it could be done without keyframe animation maybe
If there are no graphical changes, then you only need one frame that can be rotated in game. I like what you have in mind here, but how would this look on the actual cursor, since it's not nearly as big as that mockup?
How big it is the cursor now?
Enviado desde mi iPad
El 19/1/2016, a las 2:35, Sebastian Lindfors notifications@github.com escribió:
If there are no graphical changes, then you only need one frame that can be rotated in game. I like what you have in mind here, but how would this look on the actual cursor, since it's not nearly as big as that mockup?
— Reply to this email directly or view it on GitHub.
You gonna love dis
This is 128x128px (the cast stuff)
CASTBAR 04.psd.zip Here i leave the PSD in case you want to try something.
I would like to mention the arrow of the raid cursor. When you are not casting, the arrow is too far away. Once you cast it makes sense, but not while in lazy mode.
Maybe you can move it when casting. dunno
The arrow is far away to let you see the unit frame behind the portrait properly. Some unit frames display debuffs and other information that might be central to your next action as a healer, which is why the portrait shouldn't completely cover the unit frame, whereas the arrow is small and unintrusive.
I see
Btw want ne to srill dig on the idea of the cast in a small circle at the bottom part of the avatar? As you said, the first mockup was in ultra hd, and when dealing with the real thing it turned out the initial desigb was too small.
I think i could tweak it a bit to achieve a still small casting circle but more visible.
That in case you dont like the hybrid version i just uploaded
I added the new casting texture in the latest patch but haven't changed the animations yet.
^^ I rushed to check it out.
Enviado desde mi iPad
El 20/1/2016, a las 20:34, Sebastian Lindfors notifications@github.com escribió:
I added the new casting texture in the latest patch but haven't changed the animations yet.
— Reply to this email directly or view it on GitHub.
Teaser for next project: http://imgur.com/a/715QS
Like it. Question, is there a chance you could add more light sources? In wich case i would suggest to check some videos about portait lighting in photography. Kind of easy light setups for great results :) El 23/1/2016 22:59, "Sebastian Lindfors" notifications@github.com escribió:
[image: image] https://cloud.githubusercontent.com/assets/7464938/12533067/d3ea4dc6-c224-11e5-86f2-058aaed24ec3.png
Teaser for next project: http://imgur.com/a/715QS
— Reply to this email directly or view it on GitHub https://github.com/seblindfors/ConsolePort/issues/5#issuecomment-174225641 .
Only one omni light and one directional and they are a pain in the ass to play with :wink: The screenshot on GitHub is much darker than how it looks in-game. The imgur link has better quality.
Updated: http://imgur.com/a/Wh8Mt
Those images have more ambient light and a shadow? (Not sure about the ambient light)
The directional light is more widely spread and the omni (ambient) light is both whiter and lighter. This is another mockup with a blend of the class colors and some Blizzard art: http://imgur.com/a/4xGJl
I love this El 3/2/2016 23:14, "Sebastian Lindfors" notifications@github.com escribió:
The directional light is more widely spread and the omni (ambient) light is both whiter and lighter. This is another mockup with a blend of the class colors and some Blizzard art: http://imgur.com/a/4xGJl
— Reply to this email directly or view it on GitHub https://github.com/seblindfors/ConsolePort/issues/5#issuecomment-179499018 .
RELEASE CANDIDATE??!!!
Wow! i got a bit emotional after reading those two letters! Tomorrow i will have some time to spend on trying the new stuff on wow aswell as your last version of the addon.
I'd like to remind you that i my look i'm not there, but i am. So you can ask me to help with any graphic aspect you need. I'd love to help you to push this even further if i can.
Congratulations on RC!!
Posting random stuff in here that's related to the development process of ConsolePort or related modules. Pretty much a picture dump for new ideas and work in progress.