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1056922 Posts in 42931 Topics- by 34879 Members - Latest Member: BatFastard

October 24, 2014, 10:01:35 AM
TIGSource ForumsDeveloperCreativeArtMockups, or the "Please say this is going to be a game" thread
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Author Topic: Mockups, or the "Please say this is going to be a game" thread  (Read 1181842 times)
twingloxx
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« Reply #6520 on: March 31, 2013, 11:40:06 PM »

@kitheif I like the colors!


@everyone Thanks!

Think I will have to expand on the concept of tiny-biplane-with-mounted-superweapon vs evil hi-tech empire.

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happymonster
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« Reply #6521 on: April 01, 2013, 12:09:32 AM »

Kitheif: Nice colours and design, but I find the small characters hard to read. Maybe there is too much contrast in the shading for such a small size?
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kitheif
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« Reply #6522 on: April 01, 2013, 12:28:23 AM »

@happymonster
Thanks, I'll play around with them and see what I can do, sec.

edit:




More readable?

« Last Edit: April 01, 2013, 01:24:20 AM by kitheif » Logged

happymonster
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« Reply #6523 on: April 01, 2013, 01:31:03 AM »

Yes, that works better I think!
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happymonster
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« Reply #6524 on: April 01, 2013, 01:39:12 AM »

A little old, but I'm planning on expanding on this, soon.


I like this. Smiley
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Eigen
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« Reply #6525 on: April 01, 2013, 02:19:38 AM »

I like it too, but pretty please, reconsider the colors. White on black is really bad on the eyes and I don't undertand why so many people choose that color scheme. I would use more pastel colors while still sticking to 1-bit.
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poe
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« Reply #6526 on: April 01, 2013, 10:14:10 AM »

@happymonster
Thanks, I'll play around with them and see what I can do, sec.

edit:




More readable?



Way better!
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Sajextryus
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« Reply #6527 on: April 01, 2013, 11:25:46 AM »

I was working on a newer 1-bit mockup last night (kind of a start up screen or something).

Previously, I have thought about using post visual effects like chromatic abrasion (or something else with offset color channels) as well as trying to replace the black background with something high res, like a smooth gradient possibly with minimal texture, and turning all black to alpha, or maybe even a glow similar to a CRT screen or something. Unfortunately, I never got around to experimenting with that. Though I did take in Eigen's advice and try something other than black, and I got something that still feels very clean and wouldn't require such complicated post-effects. Here's a few variants.



(I'll be trying many more colors later, and probably darker colors as well)


I'm thinking that these colors could change depending on what area in the world it is, but never more than two colors in the same screen or location. I don't know if I'll stick with these bright colors, but I'm sure it would look pretty good with dark shades of saturated color.

I might also try some of my old ideas in the future.
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Xion
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« Reply #6528 on: April 01, 2013, 11:27:56 PM »


jeeze I've been messing around with this gui mockup for longer than I've worked on the game today.
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Udderdude
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« Reply #6529 on: April 02, 2013, 05:30:33 AM »

Looks way too complex to be honest.
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peanutbuttershoes
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wat a hell


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« Reply #6530 on: April 02, 2013, 06:43:52 AM »

i dunnno. looks pretty good to me. i'd learn the gui eventually.
learning curves are ok.
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« Reply #6531 on: April 02, 2013, 07:29:19 AM »


jeeze I've been messing around with this gui mockup for longer than I've worked on the game today.

While it looks a bit intimidating as a gui, the menu movement flows wonderfully and has a really appealing aesthetic.
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Gimym JIMBERT
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« Reply #6532 on: April 02, 2013, 08:18:26 AM »

Yeah that menu is great
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Jared C
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« Reply #6533 on: April 02, 2013, 11:30:01 AM »

I agree. Complexity is not necessarily a bad thing, just look at some of the ridiculously convoluted JRPGs that are out there. Xion's system looks neat and unique, and I'd be really interested to know how it works.
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Carefree games
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« Reply #6534 on: April 02, 2013, 12:11:58 PM »

I think it's well done overall. Sections of the menu are well categorized & differentiated. These are both very important aspects of a good menu design, especially when there is so much information to handle. On top of that, navigation and item selection/toggling seem to flow well. Most of the space available is used efficiently - I imagine the map takes up more of the upper-right corner as it's further explored, however the bottom-middle and bottom-right have too much empty space in comparison with the rest of the menu. The one thing which bothers me most is that the style of the character doesn't match up with everything else. I suggest addressing that before you come to a final design.
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Xion
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« Reply #6535 on: April 02, 2013, 01:32:22 PM »

thanks guys

I don't really think it's too big a problem if things look complicated at first glance - it's kind of hard to avoid when there's so much information I need to convey you know? - since I think it'll all make sense in-game, which is the really important part.

nonsuch: yes the map gets bigger as you explore, larger levels basically taking up that whole corner. The character is just a placeholder I whipped up real fast, I'll definitely have something more fitting when I actually implement it all.
re: the empty space at the bottom, it'd be hard to fill that with stuff since your hp and mp meters (red and pink) get longer as you level up and might eventually cover like the whole left bottom half. Anything down there would either obscure or be obscured by that as it grows.
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Saturator
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« Reply #6536 on: April 03, 2013, 12:16:28 AM »



« Last Edit: April 03, 2013, 07:55:19 AM by Saturator » Logged
gggfhfdh
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« Reply #6537 on: April 03, 2013, 04:51:10 PM »



slightly jpeg'd but this is a screenshot the programmer took so
im sure showing off the game mattered a bit more than ~quality images~
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Udderdude
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« Reply #6538 on: April 03, 2013, 04:57:53 PM »

Touchscreen button controls detected; initiating projectile vomit.

(At least the art looks cool.)
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Cellusious
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« Reply #6539 on: April 05, 2013, 12:37:56 AM »



Has code, now.
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