Unknown2012-03-04 19:57:28
It's a real shame we can't give miniconsoles some transparency. I have mine changed now and opted for transparent label overlaying a miniconsole. Gives a nice effect, especially if you add a rounded corner stylesheet to the label.
Unknown2012-08-09 06:38:39
My new baby. Nearly done now.
The enemy and ally miniconsole updates either on scent or who here. (Can target by clicking the names.)
I can cycle through my channels by clicking the channel label.
The space on the right will contain the map. (Not sure whether to go with the Mudlet map or an ASCII one at this stage.)
Was also going to put in a discern label somewhere.
The small label on the left pane is stanza tracking and the bottom right green label (animated) is my song timer.
http://i.imgur.com/KmOSk.png
The enemy and ally miniconsole updates either on scent or who here. (Can target by clicking the names.)
I can cycle through my channels by clicking the channel label.
The space on the right will contain the map. (Not sure whether to go with the Mudlet map or an ASCII one at this stage.)
Was also going to put in a discern label somewhere.
The small label on the left pane is stanza tracking and the bottom right green label (animated) is my song timer.
http://i.imgur.com/KmOSk.png
Unknown2012-08-09 08:06:42
That's great! I love the rounded labels and the background bubble effect. Moving the main window towards the middle is something I want to do to mine - gives space for flicking your eyes to more info panels.
Calixa2012-08-09 11:37:46
http://dl.dropbox.com/u/38041659/Mudlet.jpg
Not entirely accurate anymore, the ASCII map space is currently occupied by a queue visualizer, and will probably change into a who here / enemy and ally tracker like Draylor has. Afflictions are properly colored now (red for stuff to cure, green for things being ignored), I just spammed some test data in there while I was working on it. The big black box on the bottom right will have skill buttons when I get around to making those, ideally I'd like it to become an accurate representation of keybindings like an MMO skill bar. I've got the Mudlet map partly hidden by placing the graphic over it, and leaving the space where it should draw transparent. This however blocks map interaction so I may end up simply having the controls visible again, or maybe cut up the graphic and place it around the map rather than a full overlay.
The whole thing uses the new Vyzor framework, which is really powerful and easy to use. The artwork comes from opengameart.org, which has some real gems if you take the time to comb through it.
Not entirely accurate anymore, the ASCII map space is currently occupied by a queue visualizer, and will probably change into a who here / enemy and ally tracker like Draylor has. Afflictions are properly colored now (red for stuff to cure, green for things being ignored), I just spammed some test data in there while I was working on it. The big black box on the bottom right will have skill buttons when I get around to making those, ideally I'd like it to become an accurate representation of keybindings like an MMO skill bar. I've got the Mudlet map partly hidden by placing the graphic over it, and leaving the space where it should draw transparent. This however blocks map interaction so I may end up simply having the controls visible again, or maybe cut up the graphic and place it around the map rather than a full overlay.
The whole thing uses the new Vyzor framework, which is really powerful and easy to use. The artwork comes from opengameart.org, which has some real gems if you take the time to comb through it.
Ardmore2012-08-09 21:02:17
I need to start making graphical representations of stuff.
Unknown2012-08-10 19:30:12
Calixa wins... except for the duplicate map thing. :)
Ardmore2012-08-10 21:12:18
That's the in-game map and the other is the m&m map! TOTALLY DIFFERENT!
What's should've been that's. icannospell
What's should've been that's. icannospell
Calixa2012-08-10 21:33:22
I clarified that in my post o.o I'll just assume the prettiness distracted from reading, haha.
Ardmore2012-08-10 21:47:13
I want your help making my UI. :( Pweese?
Calixa2012-08-10 23:06:43
Sure, I'm for hire. PM me about what you want exactly.
Vadi2012-08-12 03:10:57
Love the gauge colour choices. Not too "in your face" while being distinctive. Props.
Unknown2012-08-12 06:30:41
Dude. Give your system a non-retarded name and I might start taking you seriously. :P
Unknown2012-08-12 09:45:26
I've been trying for years now to make the perfect GUI in terms of information management.
My current one puts communications in a thin vertical column on the left while putting all white text that doesn't match certain conditions into a somewhat larger column on the right.
Right now white text with the words you, You and a number of other keys shows up in the center window. Also anything that says one of the directions in the game. This means that anything which effects me or is me taking an action, or is a movement message appears in the center window but most ambient messages, room descriptions and attacks by others upon someone or something that isn't my character appears in the window on the far right.
I'm hoping that this makes processing information a lot better, particularly in team fights where obliviousness isn't good enough.
I'm planning on putting a tiny map on the bottom left but for now it puts exits on the right as well.
Here's the screenshot:
My current one puts communications in a thin vertical column on the left while putting all white text that doesn't match certain conditions into a somewhat larger column on the right.
Right now white text with the words you, You and a number of other keys shows up in the center window. Also anything that says one of the directions in the game. This means that anything which effects me or is me taking an action, or is a movement message appears in the center window but most ambient messages, room descriptions and attacks by others upon someone or something that isn't my character appears in the window on the far right.
I'm hoping that this makes processing information a lot better, particularly in team fights where obliviousness isn't good enough.
I'm planning on putting a tiny map on the bottom left but for now it puts exits on the right as well.
Here's the screenshot:
Calixa2012-08-12 10:46:40
Vadi:
Love the gauge colour choices. Not too "in your face" while being distinctive. Props.
Yeah, I noticed that brightly coloured gauges are distracting, so I intentionally darkened these down a bit. Only flaw right now is the black text on them, as they have a black backdrop. Going to have to either switch that to something cream coloured (white is too harsh, again) or change the gauge text colour.
Unknown2012-08-12 12:22:03
I like using peach_puff as a replacement "white" colour. Either that or navajo_white.