Thread: Post Your UI

  1. #15341
    Kaitain,

    I hate to criticize anything about this UI, because I think you're doing such an amazing job with it. Also, this is probably just personal preference, but to me it seems your unit frames are a little small in proportion to the size of the action bar buttons.

    Also, I love the minimap effect when it disappears.

  2. #15342
    Quote Originally Posted by Droit View Post
    Got a new computer, so settings were transferred over and tweaked a little due to resolution and such. Here's one character at least.

    http://imgur.com/wbBJ3F8
    I think this is nice and clean, but I think it wise to make the party/raid name text white instead of class-colored, since it's difficult to read (and if you need to read it during raid in a pinch that could be tricky).

    Also, in defense of Kaitain's design choices: there are certainly other valid design aesthetics than just visual minimalism. As far as I know, most of the people who've taken the time to write about UI design theory have been pretty much of the same school of thought. I'm actually pretty happy to see someone doing something different so well. I have to say that after seeing Kaitain's mage UI video (in particular, the Fire UI), it's pretty clear that a UI can be incredibly functional without being a sort of bare-bones, tiny, pixel-perfect cluster of blocks.

    In other words, there's minimalism in the sense that you do not have anything duplicated, and then there's aesthetic minimalism, where you have no frills and purely information. I think that clearing as much of the screen real estate as possible is an aesthetic only choice (after a certain point--of course UIs where you can barely see the floor of the raid are problematic).
    Last edited by Everlu; 2014-09-12 at 12:54 AM.

  3. #15343
    Deleted
    Hello,

    Working on my UI atm, any criticism are welcome ( i don't like monochrome font ) :
    imgur.com/ ZdiuQMR ( sorry like it's my first post i can't post a link of the picture )

    Thank you !

  4. #15344

  5. #15345
    Deleted
    Carebear,
    what makes chat bubbles transparent ? Is it [Transparent Chat bubbles] from wowinterface ?
    And ... can You adjust font size of those bubbles ?

  6. #15346
    Quote Originally Posted by Vazzok View Post
    Kaitain, [...] it seems your unit frames are a little small in proportion to the size of the action bar buttons.
    Yes it's a good point. I might try hacking something bigger into Photoshop and see how it looks :-)

  7. #15347
    Hello,
    as an avid reader of these pages, I am always riveted by all the great stuff you guys do to your interfaces. It's almost enough to put off amateurs like me from showing off their own stuff, but only almost. Therefore, I'll post some images from my current DK interface - please start tearing it apart

    OOC, no target: http: //s1368.photobucket.com/user/fetznschaedl/media/01NoTarget_OOc_zps1558c57f.jpg.html

    Combat & description: http: //s1368.photobucket.com/user/fetznschaedl/media/03CombatampRunic_Power_zps35b26850.jpg.html

    Weak Auras and Raven: http: //s1368.photobucket.com/user/fetznschaedl/media/04WAampRaven_zpsddd68835.jpg.html

    (You'll have to remove one space after http:, that's the kind of amateur I am)
    Being an honest person, all of my UIs are "inspired" by the stuff found here - especially Kaitains gorgeous uploads (which is not to say that mine are anywhere near as good)- and by "inspired", I could probably say "a blatant rip-off of" *blush*

  8. #15348
    Mmh.. I don't know. I guess I wouldn't like it too much because you have many important information (runes for example) almost in a corner while you have those huuuuuuge portraits in the center of attention. Disease-timers on your target are quite nice. What are the orbs for? They aren't in your combat-picture.
    But that's just my opinion because I like my information centered and anything else away, so I really don't have to look at it while in combat.

  9. #15349
    Thanks for the input!
    Orbs are shadow infusion stacks (DK buff on pet, stacks up to 5), shown here fully stacked. They start out small and grow with each stack, to really show it to you I'd probably need to upload a video (which I don't know how to record, since fraps always crashes).
    And you're right, of course, in that interface I let the practical aspects be eclipsed by aesthetic ones in an earlier version, I had the runes right underneath the player portrait, where debuffs are now. I just thought it would look cooler if they were in the "black band of doom", but it takes a lot of gazing around. I'll see what I can do...
    EDIT: Spelling is hart.

  10. #15350
    Try MSI Afterburner, it's free and I have no problems with it (: Just the support isn't very pleased with questions about video recording, since it isn't the main feature.

    I really wish I could help you more but I haven't really practise with UH DK since I play Frost (because of ... 2 swords...!). For the runes: I like it that way, simple and clean - http://puu.sh/bvQZe/3df245d28e.jpg
    Maybe that is something for you. It's this addon: http://www.wowinterface.com/download...-RunePack.html
    (just because of my rune setup I don't know how to setup my UI as a whole xD)

  11. #15351
    Quote Originally Posted by Everlu View Post
    I think this is nice and clean, but I think it wise to make the party/raid name text white instead of class-colored, since it's difficult to read (and if you need to read it during raid in a pinch that could be tricky).
    The raid frames is something I changed shortly after the screenshot. The bars used to be a static color with class color text, but I decided to change the bar color and forgot about the names.

  12. #15352
    Quote Originally Posted by fetznschaedl View Post
    Hello,
    as an avid reader of these pages, I am always riveted by all the great stuff you guys do to your interfaces. It's almost enough to put off amateurs like me from showing off their own stuff, but only almost. Therefore, I'll post some images from my current DK interface - please start tearing it apart

    OOC, no target: http: //s1368.photobucket.com/user/fetznschaedl/media/01NoTarget_OOc_zps1558c57f.jpg.html

    Combat & description: http: //s1368.photobucket.com/user/fetznschaedl/media/03CombatampRunic_Power_zps35b26850.jpg.html

    Weak Auras and Raven: http: //s1368.photobucket.com/user/fetznschaedl/media/04WAampRaven_zpsddd68835.jpg.html

    (You'll have to remove one space after http:, that's the kind of amateur I am)
    Being an honest person, all of my UIs are "inspired" by the stuff found here - especially Kaitains gorgeous uploads (which is not to say that mine are anywhere near as good)- and by "inspired", I could probably say "a blatant rip-off of" *blush*
    Dont you find yourself looking at the bottom of the screen most of the time instead of in the centre where the action is?

  13. #15353
    Quote Originally Posted by magicaldandruff View Post
    P.S. - I hope with your knowledge you will fix the time it takes to load 1000+ auras some day. I believe in you!
    I looked into that since I also have a lot of auras and it seems I have a fix: http://www.wowace.com/addons/weakaur...-infus-on-wow/ For me that reduces the loading time for all auras from 30s to 6s. Hopefully the maintainer agrees that it is the right fix.

    Quote Originally Posted by magicaldandruff View Post
    *edit* Actually I think the in-game cinematic, full-screen map disabling auras thing is probably more important to fix.
    You have to explain that a bit.

    Btw, I've been working on my enhancement shaman ui. One of the annoying aspects of enhancement shamans is that every attack leads to multiple damage events. So Stormstrike has both a main hand and a off hand attack, both of which can trigger a additional lightning shield hit. Both Lava Lash and Unleash Elements hit up to two times. And Fire Nova hits every enemy times the number of flame shocks. That's a lot of numbers. This makes a standard scrolling combat text highly annoying. So I wrote my own one with Weakauras.



    That video is a few days old (and I posted it in another thread). Since then I fixed the performance problems I had and I'll probably do a new video after I have tweaked a few things here and there. I'll post the strings for that with that video.
    Last edited by InfusOnWoW; 2014-09-12 at 08:59 PM.

  14. #15354
    Quote Originally Posted by InfusOnWoW View Post
    You have to explain that a bit.
    If you use any 3D models that are always active (inverse auras), and something in-game triggers a full screen event - say a cinematic or opening the world map - it will cause the models to deactivate until a console reload. I avoid the map one by shrinking the world map panel down but the in-game cinematics still get me, even with the disable cinematics feature in DBM.

    Kudos on finding a solution so fast for the loading time. You are my hero.

    --UPDATE--
    Holy shit you weren't kidding! It only took 6 seconds to load 2000 auras. This is fantastic.
    Last edited by magicaldandruff; 2014-09-13 at 07:11 AM.

  15. #15355
    Quote Originally Posted by magicaldandruff View Post
    If you use any 3D models that are always active (inverse auras), and something in-game triggers a full screen event - say a cinematic or opening the world map - it will cause the models to deactivate until a console reload. I avoid the map one by shrinking the world map panel down but the in-game cinematics still get me, even with the disable cinematics feature in DBM.
    I briefly looked into that and could not figure out in what way models are different from other types of auras. You can though use a makro "/run WeakAuras.ReloadAll()" instead of doing a full reload ui. At least that shows the model for me.

    Quote Originally Posted by magicaldandruff View Post
    Kudos on finding a solution so fast for the loading time. You are my hero.
    Holy shit you weren't kidding! It only took 6 seconds to load 2000 auras. This is fantastic.
    That's also now coming in 6.0 for everyone.

  16. #15356
    I've taken a lot of inspiration from users here on MMO-C, reddit, and wowinterface.
    Skada bars and enemy nameplates are normally class-colored. Target highlight on enemy nameplates is player class-colored.
    Currently using the same font as Birg's Warlock UI and positioning of buffs. Unit Frames are inspired by a design from Kaitain, but moved to the top and enlarged.

    No target: imgur
    Friendly target: imgur
    Enemy target: imgur

    Fonts are not final. Still searching for a font like "IMAGINE" but with support for special characters.
    Also, I might be scrapping the whole unit frame idea. I like it, kinda, but not for PvP (which is almost all I do). If anyone likes how I have it set up, I can give dimensions for the Stuf frames (1920x1080 only) and my kgpanels strings.

    If anyone has suggestions for fonts similar to "IMAGINE" with support for special characters, please share! Critique, as always, is appreciated and encouraged.

  17. #15357
    Seeing the health bars up there gives me a brawler-type game feel like Street Fighter. If its just for names I think USUZI is pretty nice. It doesn't look so good with numbers, but it has most of the special characters and is an ALL CAPS font similar to Imagine.

  18. #15358

  19. #15359
    Quote Originally Posted by magicaldandruff View Post
    Seeing the health bars up there gives me a brawler-type game feel like Street Fighter. If its just for names I think USUZI is pretty nice. It doesn't look so good with numbers, but it has most of the special characters and is an ALL CAPS font similar to Imagine.
    Not quite my style. I'm looking for something more pixel-y, but not really pixelated; if that makes sense.



    ^ Example what I do not want!

  20. #15360
    Deleted
    Quote Originally Posted by twin2 View Post
    trying out carebares positioning of frames

    https://www.dropbox.com/s/440l9kwqyf...00941.jpg?dl=0
    From a functionality standpoint, my issue with this positioning is that it implies that current player health is the most important piece of information in the UI, while what really matters is whether or not your health is currently low enough that you should be doing something special about it.

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