32bpp Interface?

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Invisble
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Post by Invisble »

Most of the problems that I see with the buttons have been said already, so instead how about an idea.

Instead of trying to copy the TTD buttons, why not create your own which will keep the feel of TTD.

These should have 2 advantages a) They will be easily recognisable and b) they would suit the new graphics format A LOT better
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Post by GoneWacko »

ThorRune wrote:Why so huge? One thing that, in my opinion, is really great with the current TTD is the wery small and extremely handy interface. Many games tend to have huuge butons and i tend not to play those games...
Read what was said. The trick to making graphics is to do it on a very large 'scene' so it's easier to implement details :)
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Post by MeusH »

Yeah, GoneWacko is right, so I've made small version for you all. Also I've removed some blue accents and made the buttons less colorful.
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Post by Purno »

Looks pretty cool, IMO. But what about using some greyish colors?
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Post by Twinsen »

I think we should keep the good ol' graphics, but with sone new things like transparency, smooth edges, etc.
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Post by joed »

Here's my half-arse attempt at 2 buttons.
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Post by Born Acorn »

much better. I like.
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Post by mkxx »

I liked much better the old-flat style of buttons... Why we have changed it?
Now we will have 32bit interface and graphics, but - that does NOT mean that we HAVE to use the fades everywhere...
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Post by GoneWacko »

joed wrote:Here's my half-arse attempt at 2 buttons.
That's a very nice shot into the right direction :-) Nothing too flashy or anything but still using the 32bpp features of the engine.
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Post by lucaspiller »

mkxx wrote:I liked much better the old-flat style of buttons... Why we have changed it?
Now we will have 32bit interface and graphics, but - that does NOT mean that we HAVE to use the fades everywhere...
These are just graphics that take advantage of 32bpp features, and are for the replacement graphics, as said many times before you don't have to use them.
joed wrote:Here's my half-arse attempt at 2 buttons.
Those look nice, but(...) I think the actual features of the buttons look a bit small, could you try a version where they are a few pixels bigger? Secondly, have you tried any experiments with transparency? Other than that, they look nice, I can't wait for the finale. :D
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Post by GoneWacko »

lucaspiller wrote:Those look nice, but(...) I think the actual features of the buttons look a bit small, could you try a version where they are a few pixels bigger? Secondly, have you tried any experiments with transparency? Other than that, they look nice, I can't wait for the finale. :D
I concur.

I wonder, however, how window frames should be tackled. I think it should stay minimalistic like it is now. Especially because a lot of code is currently relying on the fact that the widget/window borders are 1 pixel(s) wide :-) (Hmm, maybe just a bit of gradients in the borders?)
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Post by Alltaken »

well whats the chance of OTTD becoming skinable?

i mean seriously i don't think it would be to hard to do. the user just types in the path of the skin they want, or navigates to it. and the game uses that.

it would mean that the only thing needed to be standardised is the size of the GFX buttons, and the naming of them. (like the old style Winamp 2 skinning which was easy peasy)

Edit... also being able to have the building buttons for railway etc... vertically located down the sides of the screens would be nice. like toolbars in any software these days, they can be located on any side of the screen wanted. so all we would need is a vertical layout option. it would most likely result in less screen wastage. would still be as skinnable as normal.

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Post by lucaspiller »

It shouldn't be too complicated, once 'when needed' NewGRF loading is done. As for the buttons down the side, I think those would be cool - fancy making a mock up? :D
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Post by joed »

Thanks people for the comments. Haven't had the chance to modify the mockup though :(

I like the idea of having the icons down the left (or right) rather than the top (or position is optional). And, hmmm, skinable. but there still needs a default one. I also thought that the pause button should indicated a play symbol, and only change to a pause button when pressed. I can never tell if I have it pressed or not - yes, time ticking away is always a dead giveway :P
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Post by Jens »

IMHO I think the buttons of this new graphics engine GUI should be more classy and refined... The buttons I see in this topic are all so big and fat and really too bright... Like some people are saying in this topic I think we should concentrate more on the re-doing and not inventing new stuff... That's why I created 2 sample buttons that I have put on a screenshot of the new graphics to see how it matches the game. It's basicly a rehash of the old buttons in a new design (transparant buttons and more bold symbols).
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Post by Torrasque »

Jens : Yours look really good imo.
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Post by Alltaken »

fantastic Jens,
going once
going twice
these buttons are sold ;)

they are perfect IMO. (for default set of buttons)

edit:--- be really carefull to not copy the originals pixels. redo the buttons in vector software or somthing and do it from that.

also for the pressing in of the buttons think about an inner drop shadow on the top and left side of the outer boarder, and a darkening of the icon itself. or alternatily

a gradient flip
a colour change (or desaturation)
the button physically moving 2-5 pixels downwards (like a switch or somthing)
a graphic that is placed over the pressed button to show its pressed
a massive change in alpha (big enough to easily see)

lots of options for testing. but i totally love the buttons you have done, they are beautiful

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Post by Jens »

Thanks guys. I really appreciate it!

I have been messing around with the other buttons but I'm kind of out of inspiration for some buttons... I'm not even sure about some "finished" buttons I have now. Please let me know what you think!
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Post by GoneWacko »

What Alltaken said :-P

Very nice :)

The borders are still 1 pixel wide, the background is still a solid color, and still it's a great improvement :)
However, in order to make it possible to play the game without the need for the original .grf files, every icon will be to be renewed 8o
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Post by Dextro »

GoneWacko wrote:What Alltaken said :-P

Very nice :)

The borders are still 1 pixel wide, the background is still a solid color, and still it's a great improvement :)
However, in order to make it possible to play the game without the need for the original .grf files, every icon will be to be renewed 8o
If you look closely those don't look like the original pixels, they look redone ;)

Still looking SWEET, I would love to play with those semi-transparent butons :)

PS: some of the buttons could have larger drawings to look more filled IMO if you understand what I'm saying :roll:
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