For a leveling UI you don't really need to do anything with raid frames, boss frames, or boss mods. Buff/debuff tracking is not really that important either.
oh really?
but boss mods help u run dungeons to level
and i hate the traditional party frames and always use grid or something like it
and for some reason i have to have boss frames in a certain spot for dungeons
so... does that mean i won't have to change my UI much at higher levels? lol
Would you mind sharing the font u have made with us ?
I would say it is information.
There is information that is useful in one, but not the other.
An experience bar is an obvious candidate in my eyes as you point out, perhaps being replaced by a reputation bar at level cap since in my view during levelling the reputation isn't as important.
Raid frames I agree with Shahad, but not entirely on boss timers since there can be useful mods for dungeon encounters.
Unless you do instanced PvP during levelling, in which case some raid frames may be required.
Then again there are boss mods for PvP, so shouldn't be ruled out entirely.
Better tracking of cooldowns, which will increase in quantity most likely as you level.
It depends really on how inclusive the levelling UI is, and how much information it actually presents.
Until you find a need to track something, you may not know it is missing.
Well playing with WeakAuras didn't last that long. I'll probably use it soon but making everything from WA was just too much work, so I did a new unoriginal thing tonight:
I might invert the cast bar so it fills up pink instead of dark grey. Need to do some stuff like holy power.
Here's my WA experiment (UFs, cast bars, spell icons etc are all WAs). Fun, but building a UI from it is just not my thing right now.
and not a pixel font in sight. What's happening to me? (edit: omg I can't believe I let that typo escape D: )
Last edited by Everlu; 2015-09-15 at 10:42 PM.
Thanks for the link! Looking forward to seeing your finished UI!
(Ok, I know UIs are never really finished, but you know what I mean... )
Not opposed to sharing per se, but TBH the amount of time and work it would require to properly package and document the whole UI is more than I'm willing to spend at the moment. There are just too many parts, too many SavedVariables stuffed with profiles for all of my UIs to untangle, too many little intricacies to know about, too many addons I modified (so you can't just update them without erasing the changes) and so on.
I could, however, gather and send you the configs for a few core parts (stuf, Raven, Grid) so you can test how the layout works for you, if you're interested.
I use Grid / Grid2 (configured but untested) for the raidframes. I'll upload the configs for both a bit later and send you the link.
I'd like to keep the actual fonts private for the time being, but I recently converted a set of the icons into WoW compatible textures (32x32 pixels, the actual icons are about 15x18). Would those be useful to you?
Nope, don't mind at all. No release of the full UI in the forseeable future though, as explained above.
(Sorry if some of the explanations seem unnecessary, but I don't know how well kown each and every one of these addons really is.)
- stuf -> Unit frames (player, target, tot, group, bosses), indicators for cooldowns / buffs / debuffs essential to the rotation
- Raven -> All other de-/buffs and cooldowns
- Grid / Grid2 -> Raidframes
- Mik Scrolling Battle Text -> Self-explanatory
- kui Nameplates -> Self-explanatory
- Kong UI Hider -> Fades UI elements in and out depending on chosen conditions (including macros).
- Gnosis -> Castbars, mirrorbars, global cooldown, swingtimer
- BigWigs -> Bossmod
- Simple Power Bar -> Displays alternative power bars for raid bosses, vehicles, etc. ("Garrosh's Energy" in the raid screenshot I posted)
- Chatter -> Options and features for the chat
- Masque -> Skins buttons and icons from other addons
- OPie -> Displays a configurable ring menu at the cursor's position on keypress. Very useful for buffs, mounts, portals, professions and other stuff you don't want to sacrifice your key bindings for.
- OPie Masque -> Enables Masque to skin the OPie menus
- QuseMap -> Minimap
- Sorha Quest Log -> Quest tracker
- TipTac -> Tooltips
- Skada -> Damage meter
- BindPad -> Manages key bindings for Spells, Items, Macros. For characters whose key bindings I want to keep more flexible I use a hidden Ion action bar instead.
- Ion / Dominos -> Action bar addons, only used for not bindable (because not foreseeable) actions like vehicle controls, etc. Ion is very powerful but a bit unreliable in terms of updates, Dominos is better in that regard but quite restricted. Sometimes I use one, sometimes the other, sometimes both at the same time. Bit of an unresolved part of the UI, really.
- Clique -> Enables casting of targeted abilities by hovering the curser over the target's unit frame or model in the world.
- Aurora -> Changes the appearance of most standard UI frames to something more "modern".
- Fontifier -> Changes the default UI fonts and font sizes to whatever you want. Shared Media compatible. Not updated in a long time, throws a few Lua errors, but still works flawlessly otherwise.
- Shared Media & My Media -> Registers fonts, border textures, bar textures you want other addons to use.
- MoveAnything & FluidFrames -> Can change visibility, placement, scale of standard UI frames and make many of them draggable.
Other, less essential, but recommended addons include GraphPaper, SLDataText, NibChatTabs, ChatReverse, Baudbag, ColorPickerPlus, Casualty, Classic Quest Log, Storyline, CloseUp, stAddonManager, Mapster, hideXP and Snapshot.
Hope I didn't forget something...
Truely minimalistc, I like it!
Would agree the cast bar filling pink seems more logical. The more color, the closer to finish, the more attention is wanted.
- - - Updated - - -
And two more (leveling) UIs I'm currently growing alongside their respective characters.
naiUI
Hunter UI, inspired by anUI's layout, but a lot more compact. Color coded bars for essential cooldowns.
Semi-Idle / inFight
kinUI
Experimental, purely text-based, for rogues.
Whish WoW's text rendering engine wouldn't turn outlines of non pixel fonts into ugly mud quite so often (especially for small font sizes) and Raven had more options for its text elements...
Semi-Idle / inFight
Last edited by mmoca13ec27692; 2015-09-15 at 10:05 AM.
I think the difference between an endgame UI and a levelling UI is that there is some genuinely challenging content at endgame for which an extremely efficient UI can help a lot, but when you're levelling the difficulty is pretty trivial (unless you deliberately make it hard for yourself, Iron Man Challenge, etc) so you don't need nearly as much in the way of information from your UI. Put another way, for an endgame UI functionality comes before style, for a levelling UI style can come before functionality in a lot of cases.
Hah, I just feel sad that my eyes are so crappy now! There's a gorgeous px font I want to use called Gros. Stupid getting old.
This is a quick and dirty Spirit Kings kill I recorded to demo the WA one. It at least looks better than the screenshot D: It just didn't feel like me though.
Looooooove this. I did a mockup for a text UI a while back but never tried it in game. I would love to see a video of this in action if you ever have a chance!
Last edited by Everlu; 2015-09-15 at 10:55 PM.
I am trying something new hopefully Kurokawa you can help answer some questions since you are making something like it.
I was toying around with the idea of a text UI for myself but one question that keeps coming up, how do you right click on yourself or your target?
I am also thinking of bringing back HUD styles.
@Shahad, Ayasee
Ok, I'll see to it that I get that stuff packaged and uploaded then. I'll send you a PM with the respective links when they're up.
Happy to hear you like it!
I wanted to record a short clip of the UI as I did with the previous ones actually, but finding appropriate targets for a demonstration turned out to be surprisingly difficult for a character in the lvl 20-30 range. Most normal mobs die in just a few hits and lvl 60 dummies you don't hit at all.
But I'll see what I can do...
Depends on your UF addon obviously, but at least with stuf it's super simple:
For every unit Stuf creates a base frame that actually intercepts mouse clicks, while all other elements (bars, texts, icons) are click-through and can be placed wherever you want.
So what you do is to take an easily identifiable, always visible text element (health / power work well, names might be problematic because they're so variable in length), place it right on top of the base frame and make the base frame invisible by setting the alpha for "background color" and optionaly "background mouseover color" to 0.
Then you can always just right click on that text element to get your familiar menus.
E.g. here's is how the player base frame looks like in my UI:
(lower black rectangle, upper one is the tooltip)
Last edited by mmoca13ec27692; 2015-09-16 at 05:25 PM.
Thoughts on these unit frames?
Last edited by elrot; 2015-09-16 at 10:47 PM.
"Why do all supposed 'centrists' just sound like right wingers?"
"Also, can I just say that I think AOC would absolutely fucking annihilate Greene if Greene ever dared take an actual swing at her?" -- The state of the MMO-C circlejerk.
How do you people even make these? I mean, yeah, this is actually a real question. People are creating these awesome interfaces, I'd love to know where I should start if I wanted to make one of my own