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891171 Posts in 33526 Topics- by 24767 Members - Latest Member: Stome

June 19, 2013, 05:12:52 AM
TIGSource ForumsDeveloperCreativeArtReferencesRPG Menu & Dialog
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Author Topic: RPG Menu & Dialog  (Read 6460 times)
JWK5
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« Reply #30 on: May 23, 2012, 01:46:24 AM »

Also, many JRPGs use dialog windows in the same manner comic books use word balloons, with the "press X" window shifting reflecting moments of pause between what the speakers are saying.

One of my favorite uses of dialog window text is in Shining Force 3 where an NPC is talking to you about something terrifying and his dialog starts out normal text but then (without shifting windows) breaks into an animated "shaky" text as if he suddenly starts to tremble as he speaks. This sort of text-play is something you don't see enough in RPGs, especially western RPGs with their novel-like presentations, and I wish developers would start taking cues from comic book letterers. The look of text is often just as powerful as its meaning when it comes to expressing the speaker's emotions.

It is was actually a big immersion killer for me in Neverwinter Nights (which is a game I otherwise enjoyed thoroughly) because the NPCs spoke at you in lifeless walls of text which really diminished the impact they otherwise could have had. "Plain" text is not quite as bad in games where there is a lot of spoken dialogue where the text is more like a subtitle (in NWN there was spoken dialogue, but only brief bits) and of course there will always be games that are better suited to novel-like presentations I just don't feel that most RPGs are (unless the game is graphically sparse as a whole, such as early PC RPGs).



In any case, here's a pretty straightforward but informative tutorial on comic lettering, created by TheMightyFro:
Comics Lettering Tutorial
Comics Lettering Theory Part 1
Comics Lettering Theory Part 2
« Last Edit: May 23, 2012, 02:07:59 AM by JWK5 » Logged
JWK5
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« Reply #31 on: May 23, 2012, 11:19:11 PM »

Theathrythm Final Fantasy



This is like an example of how to not to make a menu system. There is shit all over the place, competing colors galore, and some of the worst contrast balancing I've seen in a professional game in a very long time...
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« Reply #32 on: May 24, 2012, 12:15:24 AM »

also terrible game name
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Azure Lazuline
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« Reply #33 on: May 24, 2012, 12:48:30 AM »

Oh yeah, on the topic of emulating other verbal things using text bubble variations. Different little effects are cool too - Paper Mario really stands out with its shaking text when the character is scared, and wavy text when the character is speaking teasingly. Phoenix Wright has cool text effects too, but they're more subtle. Stuff like that needs to be expanded on more, I think.

Something I played around with in my game Copy Kitty is giving each character a different text box (prototype image, but it's the only one I had on-hand that shows two different boxes at the same time), even though there are like 2 cutscenes in the entire game. I'd love to see a more text-heavy game use something like that. I mean, characters all have different voices, so why shouldn't you try to represent that?
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Copy Kitty - a platformer/shooter with 200 weapons! Blow up robots and destroy the world!
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« Reply #34 on: May 24, 2012, 04:11:49 AM »

Theathrythm Final Fantasy

<snip>

This is like an example of how to not to make a menu system. There is shit all over the place, competing colors galore, and some of the worst contrast balancing I've seen in a professional game in a very long time...

That's very disappointing.  Concerned
The layouts of the individual UI pieces look nice, but it feels like they didn't put any forethought into how everything would fit together on the screen as a whole. Yuck
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craigtimpany
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« Reply #35 on: May 25, 2012, 10:12:12 PM »

Also, many JRPGs use dialog windows in the same manner comic books use word balloons, with the "press X" window shifting reflecting moments of pause between what the speakers are saying.

Yeah, classic JRPGs have a definite aspiration to being real-time rather than novelistic, but so often there's no character animation to go along with it. The button prompts are just being used as a dead-man's switch to pause the cutscene. You point out a lot of really cool typographical conventions that can convey emotion; you don't need to animate typing just so that you can do a pause now and then. People know what an ellipsis means without needing to see the dots individually appear.

I wouldn't want anyone to go to the other extreme, a static wall of text. There's quite a lot of interactive fiction that uses press-a-key prompts intelligently, even though everything else is novelistic. Whenever they need to present a lot of non-interactive text they break it up into exchanges that are shorter than a screen.
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JWK5
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« Reply #36 on: May 26, 2012, 04:41:17 PM »

On a slightly related note, NFG's Arcade Font Engine.
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bluej774
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« Reply #37 on: June 01, 2012, 09:24:38 PM »

On a slightly related note, NFG's Arcade Font Engine.
+1 on that.  Love that site!  Kiss

I disagree with a lot of you guys on what's considered "readable".  I do prefer the old-school menu systems with consistent fonts and colors.  Most RPG menu systems from SNES/GBA or earlier are acceptable.  But a lot of stuff like Bioshock and the original Fallout are too much style, not enough substance.  It's like I don't know what's actually GUI and what's just there for decoration.  Too distracting.

And I hate to be that guy, but I think the persona menus are awful.  There's so much color and so much going on that I'm way too distracted to focus on what the game is asking me and what the ramifications of my decision might be.  Just one guy's opinion, though.
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« Reply #38 on: June 01, 2012, 09:26:03 PM »

this is my new favorite subsubforum on TIGs.
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John Sandoval
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« Reply #39 on: June 01, 2012, 09:55:14 PM »

And I hate to be that guy, but I think the persona menus are awful.  There's so much color and so much going on



there are 3 colors in this menu

idk about you but

this looks pretty clean to me



in fact, all of these are pretty straight to the point

idk, are we even looking at the same things or am i just

going

crazy
« Last Edit: June 01, 2012, 11:08:25 PM by John Sandoval » Logged

JWK5
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« Reply #40 on: June 02, 2012, 02:45:35 PM »

I think the brutally-saturated yellow is what he is referring to, which I have to agree. There are parts of the game where it is fairly dark and mute and then when you suddenly get an eye-full yellow it is like a spear going through your eyeballs. I like the pop-ish vibe of it, I just don't like how agonizingly saturated the yellow is. Yellow is one of those colors you've really got to be careful with and use moderately.
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JWK5
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« Reply #41 on: June 03, 2012, 12:33:13 PM »

Valkyrie Profile: Covenant of the Plume
It's an amazing game I've been playing lately with some very clean and readable menus and HUDs.



Valkyrie Profile 2: Silmeria was also really well done.



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JWK5
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« Reply #42 on: June 04, 2012, 06:36:56 PM »

Leave it to Vanillaware to bust open a can of visual asswup (Grand Knights History):











« Last Edit: June 04, 2012, 06:48:40 PM by JWK5 » Logged
brettchalupa
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« Reply #43 on: June 04, 2012, 07:41:11 PM »

A game we will never see.  Cry
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« Reply #44 on: June 05, 2012, 11:37:29 AM »

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