To this day I cannot find a single thing to criticize. Throw me a bone here, I hate not having criticism!
I mean, I suppose I could put in how the sidegrass is just the dirt with grass on it, nothing fancy or anything, but you called it a first draft, and its really just a personal preference to not have the grass overlaying dirt. I suppose I could also mention the low-detail of logs compared to everything else...
Everything flows together perfectly, looking as elegant as possible, without being overwhelming...
And seriously, the GUI is amazing! Although, I think a small glow ontop of the stone of the hotbar for the selection might look nice. Then again, that might halfway ruin it... I don't know whether or not it would, do you mind trying it out?
Major sadface. I expected some criticism to come through some of the later textures...
To this day I cannot find a single thing to criticize. Throw me a bone here, I hate not having criticism!
I mean, I suppose I could put in how the sidegrass is just the dirt with grass on it, nothing fancy or anything, but you called it a first draft, and its really just a personal preference to not have the grass overlaying dirt. I suppose I could also mention the low-detail of logs compared to everything else...
Everything flows together perfectly, looking as elegant as possible, without being overwhelming...
And seriously, the GUI is amazing! Although, I think a small glow ontop of the stone of the hotbar for the selection might look nice. Then again, that might halfway ruin it... I don't know whether or not it would, do you mind trying it out?
Major sadface. I expected some criticism to come through some of the later textures...
Thank you!
The gui is going to stay the same for a while, though I may fool around with the hotbar a little more if I have the time. I cannot say that about the logs. They are really old textures, and I can do a lot better now.
That's some great looking menu controls there :smile.gif:
Agreed on focussing on getting the Terrain and Items done though. Since they are things you see/use all the time :smile.gif: The health/food/armour meters are worth looking at too. Since again, you see them all the time.
The gui is going to stay the same for a while, though I may fool around with the hotbar a little more if I have the time. I cannot say that about the logs. They are really old textures, and I can do a lot better now.
By all means, keep the GUI the same. I can't wait to see some more GUI, though. Would love to see how you handle the furnace and crafting table GUI. As for the wood, I figured it was old, or that you were lazy on it.
Oh, by the way, unintended upside to following the thread, I started fresh with some new stuff, trying to be detailed without having too many colors. Already have some better stuff than what I had before. So there's a second bonus to keeping up with this thread, with just the one downside of making me feel inadequate in this field.
I love the new GUI option textures! The glowing loopies look great! Definitely agreed about the work table and furnace. And I agree with you lo0katmyname, all of the art is fantastic!
I lied. I didn't take the numbers from survival mode into account. While the selector is visible, it is mostly obscured. I will try to make something along the lines of my other menu buttons.
*slobber* Oh, sorry, didn't see you there :wink.gif:
I'm so psyched for this! Quick question about the wood: what exactly don't you like about it? It looks fine.
Take threeeeeee
You can now always see when something is highlighted.
[img]
[img]
As for the logs, I just feel like they're not quite as smooth as my newer stuff. It's low priority, to be honest.
Edit: the highlight only looks dim if you DON'T zoom in.
I liked the first HotBar better... this one
if you made the highlighted bit go along the top, it would always be visible :smile.gif: Since you left the top of the bar open, theres plenty of room for you to fill it in, although the last change isn't too bad wither.
I liked the first HotBar better... this one
if you made the highlighted bit go along the top, it would always be visible :smile.gif: Since you left the top of the bar open, theres plenty of room for you to fill it in, although the last change isn't too bad wither.
Don't worry, I made a separate file and did not delete the first.
I'm going to give it another shot.
Okay.
So, here's the compromise:
I made three versions. They will ALL be in the pack... in a way. I will keep them in the gui folder as gui, gui_a, and gui_b respectively. Anyone using the pack can simply rename the file they prefer to just gui.png in order to use it.
I want to know what people think of this new version in order to determine which will be the default.
It's not as subtle, but it keeps the theme and gets the point across.
I've already included the old glowstone on an unused space on the terrain.png because some people have told me they want to use it. I am totally fine with that. I figure that I can basically do the same with this.
I will not set up a customizer for a long time.
Again, zoom in to see the details. I was careful to make sure that the selector did not get in the way of the loop decals.
I honestly like all three of the options. In terms of continuity with the rest of GUI, the second option works the best, but I would like to see it in action when there are numbers. The third option looks really good, since the small v's at the top of the separators bracket the indicator perfectly.
My preference is still the second. I like the lit design in the background of the item bar to show where the selection is.
I also think that the solution you have planned is an excellent choice for all involved.
I honestly like all three of the options. In terms of continuity with the rest of GUI, the second option works the best, but I would like to see it in action when there are numbers. The third option looks really good, since the small v's at the top of the separators bracket the indicator perfectly.Edit: Page 7!
I'm not as interested in continuity with the gui as I am in continuity with the pack as a whole, and both fit the bill.
For example, when I get around to it my crafting table it's likely to have a wood based background rather than a smooth stone one. The metal weave/loops from the first hotbar is guaranteed to pop up in later interface elements.
And yes, the size and position of the indicator is very deliberate.
My preference is still the second. I like the lit design in the background of the item bar to show where the selection is.I also think that the solution you have planned is an excellent choice for all involved.
Thanks. I'll try to make it obvious when I actually release it.
For example, when I get around to it my crafting table it's likely to have a wood based background rather than a smooth stone one. The metal weave/loops from the first hotbar is guaranteed to pop up in later interface elements.
Can you elaborate on this? Why wouldn't the crafting table have a wood based background? And please do continue with the metal weave/loops.
I think what he meant was that the crafting table would not match the rest of the GUI because it's wood and not stone, and therefore the continuity of the GUI as a whole, to a certain extent, does not really matter. As for my personal GUI preference, I also guess I like the second one the best, although I agree that all three work ^.^ It's really up to you which one you would like to make the default, they all look great in my opinion. Thankyou for all the thought you're putting into this! It's really nice you're taking suggestions from us!
Buttons are done. I won't do more of the gui until I finish the terrain.png
I mean, I suppose I could put in how the sidegrass is just the dirt with grass on it, nothing fancy or anything, but you called it a first draft, and its really just a personal preference to not have the grass overlaying dirt. I suppose I could also mention the low-detail of logs compared to everything else...
Everything flows together perfectly, looking as elegant as possible, without being overwhelming...
And seriously, the GUI is amazing! Although, I think a small glow ontop of the stone of the hotbar for the selection might look nice. Then again, that might halfway ruin it... I don't know whether or not it would, do you mind trying it out?
Major sadface. I expected some criticism to come through some of the later textures...
Thank you!
The gui is going to stay the same for a while, though I may fool around with the hotbar a little more if I have the time. I cannot say that about the logs. They are really old textures, and I can do a lot better now.
That's some great looking menu controls there :smile.gif:
Agreed on focussing on getting the Terrain and Items done though. Since they are things you see/use all the time :smile.gif: The health/food/armour meters are worth looking at too. Since again, you see them all the time.
By all means, keep the GUI the same. I can't wait to see some more GUI, though. Would love to see how you handle the furnace and crafting table GUI. As for the wood, I figured it was old, or that you were lazy on it.
Oh, by the way, unintended upside to following the thread, I started fresh with some new stuff, trying to be detailed without having too many colors. Already have some better stuff than what I had before. So there's a second bonus to keeping up with this thread, with just the one downside of making me feel inadequate in this field.
I lied. I didn't take the numbers from survival mode into account. While the selector is visible, it is mostly obscured. I will try to make something along the lines of my other menu buttons.
Expect this pack to be released tomorrow.
*slobber* Oh, sorry, didn't see you there :wink.gif:
I'm so psyched for this! Quick question about the wood: what exactly don't you like about it? It looks fine.
You can now always see when something is highlighted.
As for the logs, I just feel like they're not quite as smooth as my newer stuff. It's low priority, to be honest.
Edit: the highlight only looks dim if you DON'T zoom in.
I liked the first HotBar better... this one
if you made the highlighted bit go along the top, it would always be visible :smile.gif: Since you left the top of the bar open, theres plenty of room for you to fill it in, although the last change isn't too bad wither.
Don't worry, I made a separate file and did not delete the first.
I'm going to give it another shot.
Of course, a Customizer page for this would solve the issue of different preferences, but I don't know how much work those are to set up.
So, here's the compromise:
I made three versions. They will ALL be in the pack... in a way. I will keep them in the gui folder as gui, gui_a, and gui_b respectively. Anyone using the pack can simply rename the file they prefer to just gui.png in order to use it.
I want to know what people think of this new version in order to determine which will be the default.
It's not as subtle, but it keeps the theme and gets the point across.
I've already included the old glowstone on an unused space on the terrain.png because some people have told me they want to use it. I am totally fine with that. I figure that I can basically do the same with this.
I will not set up a customizer for a long time.
Again, zoom in to see the details. I was careful to make sure that the selector did not get in the way of the loop decals.
Edit: Page 7!
I also think that the solution you have planned is an excellent choice for all involved.
I'm not as interested in continuity with the gui as I am in continuity with the pack as a whole, and both fit the bill.
For example, when I get around to it my crafting table it's likely to have a wood based background rather than a smooth stone one. The metal weave/loops from the first hotbar is guaranteed to pop up in later interface elements.
And yes, the size and position of the indicator is very deliberate.
Thanks. I'll try to make it obvious when I actually release it.
Can you elaborate on this? Why wouldn't the crafting table have a wood based background? And please do continue with the metal weave/loops.