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> Need an opinion on some menu mockups
LaDestitute
post Jan 27 2012, 08:06 PM
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Note, this is not for my current project. Working on a long-time project in C2 with a friend. Some stat menu mockups (again mockups, so their not perfect) I would like opinions on:




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supercow
post Jan 27 2012, 10:13 PM
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i think it looks cute, well it depends on the type of game your making.
my advice is tidy it up a bit it kindda hard to read melee,sorcery,ranged lvl and also to see its exp at same time.
i usualy doesnt really care how many exp it take for a status , maybe make some kindda bar for it? so to people who want to know doesnt need to read all those number.

def, int , spr looks tidy , the chaoin on top looks fine too, a bit difference in distance to make it readable is nice idea.

def = defend physical
spr = defend magic
int = magic atk
btw where is str?(melee atk) and dex?(ranged atk)

belly,stamina,swim looks kindda out of order too
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LaDestitute
post Jan 27 2012, 10:24 PM
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QUOTE (supercow @ Jan 27 2012, 10:13 PM) *
i think it looks cute, well it depends on the type of game your making.
my advice is tidy it up a bit it kindda hard to read melee,sorcery,ranged lvl and also to see its exp at same time.
i usualy doesnt really care how many exp it take for a status , maybe make some kindda bar for it? so to people who want to know doesnt need to read all those number.

def, int , spr looks tidy , the chaoin on top looks fine too, a bit difference in distance to make it readable is nice idea.

def = defend physical
spr = defend magic
int = magic atk
btw where is str?(melee atk) and dex?(ranged atk)

belly,stamina,swim looks kindda out of order too

It's a fantasy RPG (former MMO) starring Chao as the primary sentient species.
Again, it's a mockup. The real version will be perfectly aligned.
I've talked to about five people and the special light blue text is fine. It's probably your eyes or screen.
I was thinking of a bar, probably. Or just putting just exp so the player could click on it and show how much til next level.
Power= STR
Fly will probably double as DEX.


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supercow
post Jan 28 2012, 05:23 AM
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i never said anything about the text blink.gif it looks fine, it just hard to determine the quantity lvl(number) and exp(number) with them jumbled like that.
hmmm if you put melee, sorcery,range on the left , why not put the power(str), int, fly(dex) on the right? so player wont be confused what is what.

This post has been edited by supercow: Jan 28 2012, 05:28 AM
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Kaust
post Jan 28 2012, 07:20 AM
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You might want to consider some different colour scheme than black and dark blue for those boxes next to level (maybe black and light blue to keep with the scheme) as its kinda hard to determine how many of the inner boxes are full. Its no big deal though, can kinda tell just by how full the bar is anyways.

On the whole I like it ^^


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TheBen
post Jan 28 2012, 05:41 PM
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Now, in terms of layout... good. However, if currency is extremely important for your game, I would have it on the first page. The EXP text would be better off as bars, if that is possible. Hm... aside from that, not much else to say.

I can't say anything about the graphics that hasn't already been said... in general, although it is functionally perfect, it isn't exactly eye candy. I would prefer a less minimalist approach to design aesthetic, but, well, this is a mockup.


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LaDestitute
post Apr 24 2012, 12:21 PM
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I finished this last week, some graphics for a game I'm working on with a friend:







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LaDestitute
post Apr 30 2012, 07:51 PM
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Seriously, nobody has an opinion?


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supercow
post Apr 30 2012, 09:42 PM
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QUOTE
Seriously, nobody has an opinion?

just kindda miss seeing this post because of other post laugh.gif


1.why do you replace the text? i like it before, well it depends on what kindda game your making
2.it look more tidy
3.for the icon sorcery maybe its better if its a wood wand and swirly at the top
4.i still dont understand the def,int,spr
- is int = mdef?
- .spr= evade?
5. the icons looks nice, the strange one is
-b.level = some kindda metal?
-belly = yellow rock?
-def/int/spr =looks outdated than the other
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LaDestitute
post May 1 2012, 01:30 PM
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I removed most of the gradient to make it look cleaner.

DEF = Defense
INT = Intelligence
SPR = Spirit (Magic Defense)

B. Level icon's is a stair, to represent progress.
Belly = fruit


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thatbennyguy
post May 1 2012, 01:57 PM
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PROS
- Very cute and minimal
- The interface doesn't have too many words and numbers
- Everything looks rounded and smooth, like little buttons on an iPhone
- The melee, sorcery and ranged icons look nice
- I like the bars. They look very simple, and nice.
- Also, I'm excited about the game mechanics of leveling jumping, swimming etc(unrelated to the GUI)

CONS
- Could be too many bars for its own good (can never have too many bars, right?)
- For example: for the EXP bars, it's hard to know what they represent. And in any GUI, you always gotta know at first glance what each bar represents.
- The different coloured icons for "Swim", "Run", and "Stamina", could have a picture of someone swimming, someone running, etc. to give it some context, instead of just different coloured leaves.
- To be honest I liked when the background was white. The colours "blend" more, instead of... blue and yellow (need I say more?)


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