Shoals Surfer
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GUI icons
Feedback would be welcome.
If you are interested in helping with tiles, vaults, patches or documentation, this is the place for that.
Shoals Surfer
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Shoals Surfer
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Shoals Surfer
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galehar wrote:Nice. While you're at it, be aware that the command panel will probably be soon split in 2. One for common commands, the other for rarer, more meta-game ones.
We also need an ability panel, so an icon for it would be nice (and of course, for all the abilities).
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dd wrote:galehar wrote:Nice. While you're at it, be aware that the command panel will probably be soon split in 2. One for common commands, the other for rarer, more meta-game ones.
We also need an ability panel, so an icon for it would be nice (and of course, for all the abilities).
Can I get a list of all possible abilities? Should they be similar to spell icons?
Shoals Surfer
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Shoals Surfer
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TehDruid wrote:Beautiful icons, dd. I'm kinda thinking, though, couldn't the rest icon being represented by a sleeping person be misleading to newbies? One could probably think their character would go to sleep and face penalties if they were to be ambushed while sleeping. Also, resting for 1 turn in a sleeping bag/blanket is meh. Perhaps showing a person sitting down would be more appropriate?
This is really minor, I myself don't use any of these icons even though I only play tiles. Keep up the good work, nevertheless!
Shoals Surfer
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Shoals Surfer
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XuaXua wrote:Why is there a wand on top of half of the the blink icon?
Shoals Surfer
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galehar wrote:XuaXua wrote:Why is there a wand on top of half of the the blink icon?
There is the blink ability (from the mutation) and the evoke blink ability (from artefact property).
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white_noise wrote:Also question marks can become too annoying with time (they are too big and there are too many of them). Actually I don't see any point in having them.
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XuaXua wrote:There's the levitate ability and the evoke levitation ability too then, right?
Shoals Surfer
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white_noise wrote:I think that ... should be merged.
galehar wrote:Or color coded backgrounds for types of commands?
galehar wrote: we can just group them.
galehar wrote:How about just a big hourglass?
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dd wrote:galehar wrote: we can just group them.
Do you mean creating another tab for all menu commands? Or just grouping them so they sit next to each other...
Shoals Surfer
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Shoals Surfer
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galehar wrote: inventory and butcher commands. Drop could be nice too.
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dd wrote:white_noise wrote:I think that ... should be merged.
This can't be done since the icons correspond to commands, and merging them would require removing commands from the game.
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Shoals Surfer
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roctavian wrote:I kind of feel like it should look like some sort of list or otherwise resemble the in-game message log. Like, lines of pixels as faux-writing on black, most of them white or perhaps light gray. Two lines in a row of green, maybe a line of red in there.
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dd wrote:galehar wrote:Or color coded backgrounds for types of commands?
Seems a bit too cryptic - one of the reasons for redoing these was to make the icons more consistent and easier to understand. I think an interface should have a consistent "language" of symbols where you can predict what a button does by its icon, thus making it intuitive to use.
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Shoals Surfer
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edlothiol wrote:If you have them as separate 32x32 (or smaller, for the tabs) images, that'd be a lot easier to integrate. Actually, the best way would probably be one image like you posted, for preview, and a zip file with each tile in a separate image.
Shoals Surfer
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Shoals Surfer
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galehar wrote:gimp has a nice tool to cut big images like that into smaller tiles: guillotine
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Shoals Surfer
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Shoals Surfer
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Shoals Surfer
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galehar wrote:dd wrote:galehar wrote:Or color coded backgrounds for types of commands?
Seems a bit too cryptic - one of the reasons for redoing these was to make the icons more consistent and easier to understand. I think an interface should have a consistent "language" of symbols where you can predict what a button does by its icon, thus making it intuitive to use.
I kinda disagree. Easy to guess is good, but it shouldn't be a priority over long term usability. Colour coding can be very useful and it's easy to learn. For example, we could have all evocable abilities to be glowing white (colour of artefacts). It's important to remember that this one has an evocations check. Useful to distinguish between blink and evoke blink.
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Shoals Surfer
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edlothiol wrote:Hm. I should look into Gimp scripting.
By the way, I'll probably need tab icons for the Webtiles chat pane (ideally two, new messages / no new messages) sometime in the future, so if you're feeling bored... It's not urgent, though.
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