Dungeon Master
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Re: GUI icons
(I like scheme... sadly can't use it for Crawl, though )
If you are interested in helping with tiles, vaults, patches or documentation, this is the place for that.
Dungeon Master
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Shoals Surfer
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edlothiol wrote:I like scheme
Dungeon Master
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Shoals Surfer
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frogbotherer wrote:dd: I don't suppose that I could trouble you for generic <OK> and <Cancel> tiles, using the same dimensions as these others (32x32)? I have added a popup alert box for answering Y/N questions on Android, and am currently using some horrifically out-of-place creative commons clipart.
More generally, I'm probably going to end up adding a couple more commands to the common bar: I want to get something that's playable on Android without a keyboard, which means there needs to be a route through the clickable UI to all of the required actions in the game. Also, I'm adding some buttons that duplicate tabs (i.e. 'i'nventory and 'M'emorise), because the full-screen menus are easier to deal with at small screen sizes.
Spider Stomper
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Shoals Surfer
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white_noise wrote: I strongly believe that background should be as neutral, as possible. Almost invisible. Am I totally wrong with principles and conclusions?..
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Dungeon Master
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Spider Stomper
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Shoals Surfer
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galehar wrote:I think it's better to have a single big icon per button than to try to explain too much. The important thing is that they are easy to recognise, players will learn quickly what they do.
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white_noise wrote:I've noticed that 'heal and search' icon do not signifies searching in no way. On the contrary it shows sleeping man who can't possibly search anything. And although I like the picture, maybe change it to campfire or something else, little more alert than sleeping. Maybe use two sand clocks: big one for 100-turn wait and smal one for 1-turn, and get rid of these Zzz completely...
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