What's done so far, think i should add a shadow to each frame like bOOURNS has?
Last edited by Rusk; 2013-02-11 at 10:32 AM.
The (...) in the middle means I'm out of combat, when I'm in combat it turns into a VS.
Also a little update. I made it when I'm in combat for a lightning sphere to orbit my health sphere, and when I target an elite a skull floats around the target sphere :>
I love weak auras.
The whole point of a border is to graphically make it clear when an element ends.
If the element and its border doesn't create a decent contrast, then you may as well not have the borders.
These may work for your Unit Frames, which are relatively bleak; but they do not work for the very dark bottom panels.
In-fact...I don't even like the use of that particular texture on your health and power bars.
The actual height of your bars is already so short that any shadowing inside the bar makes it appear even smaller.
Add to that the overlay of the text, you don't get much visual representation of the bars.
I would rethink the texture choice and go with something a bit more 1 dimensional.
Side notes: Remove the spacing for the debuff icons so that it mimics the buff auras and remove the shadow on your castbar text
I think people need to stop stating their opinion of personal taste as fact. If people want to use a different borders or shadows let them. Just because you prefer a more defined border or different textures doesn't mean it's crap and needs to change, it's their UI and they spent the time to make it, so it's obviously something they like and want it to look that way.
If everyone just did what someone else prefers then no UI would be unique and they all would look the same. I stopped posting because after a while of using people's suggestions things quickly turn into someone else's UI and not something I created and wanted.
Now I do support suggestions of placements and overall consistent look to a UI, but suggesting different textures or borders because your own taste is different is just plain stupid.
Are you trolling right now???
He ASKED people for their opinion...
I didn't tell him WHAT texture to use, I suggested he try a different type of texture in order to make the smaller health bars a bit more prominent.
I gave him a reason for every suggestion I made other than the side notes, and those don't need a reason b/c they are in reference to design consistency.
I don't think you're quite grasping the purpose of this thread.
Tree, sorry in advance for the derailment that is going to ensue.
Last edited by Treeston; 2013-02-14 at 06:30 AM.
I think you can make a strong case for simple things like borders or font choices being good or bad. The thing is: it doesn't matter. The game runs a slow enough pace that a UI that's "half as good" as ideal is still is efficient enough to do the job. You can be "sub optimal" in order to serve some aesthetic preference and it doesn't actually matter.
Think about it like qualifying for a race. You have to do one lap in at most 1 minute. If you're doing it in 30 seconds then you have plenty of time you can trade for "strutting" for the fans, taking it easy so you don't pull a muscle before the race, or just half assing because you're hungover from the per race party. So long as you can hit the qualify time it doesn't matter. Some people want to set a record qualify time, some want to look cool for the press. To each his/her own.
It's kinda funny to talk to "real nerds" with tweaked out Vim/zsh/etc setups. We can type at 120 words/minute, the editor is optimized to cut any action down to 5 keystrokes or less, but then we write maybe 5000 characters in an 8 hour work day. 95% of your day is waiting on compiles, tests, or thinking about what to do next. Just like wow-UI people super nerds like to justify it in terms of "more efficient" but really it's just fun to tinker and the gains are impossibly small or non existent. I'm guilty of it with my track bike (and I suspect everybody else that goes to secret street just likes to tinker and cant really tell the difference between an eigth turn of adjustment on their rear shocks too).
I wonder why we find it so hard to admit that this is just fun to play with and sometimes we do dumb things because we think it looks cool?
I recorded the first of a new UI series today: why my tank UI sucks and what we can learn from it. My new series will probably be a healing UI but I need to find a new guild to play with for 5.2 or it might end up crappy.
A good designer wants an interface to be as functionally efficient as possible, regardless of what the minimal requirements are to "do the job" that the interface is created to do.
Some people are satisfied with mediocrity and having the mindset that something is just "good enough."
I am not one of those people, I want something to be as good as it can be
As a side note, you have a nice voice for instructional videos :P