SCREENSHOT SURVIVAL 20XX
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@Red: Why does the character look ashamed of her own equipment?
Ahem. The layout works pretty well for me. It's not confusing at all, and the fog is a nice neutral color; it read as marble to me.
Ahem. The layout works pretty well for me. It's not confusing at all, and the fog is a nice neutral color; it read as marble to me.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
author=unity
I think the blurred is better. But the Equip text isn't jarring to me. The jarring part of the bar was its intersection with the background and the character art. As the text isn't touching either of those, I think it's fine, IMO.
Really? That's interesting. I really didn't like how it looks, but if it's not too bad for you, then perhaps I'm just overanalyzing it? I'll leave it as is for now. Thanks!
author=Housekeeping
@Red: Why does the character look ashamed of her own equipment?
Well, because she wanted a huge sword! She didn't want some puny little metal twig. It makes her look weak! At least that's what she read on Tumblr.
Ahem. The layout works pretty well for me. It's not confusing at all, and the fog is a nice neutral color; it read as marble to me.
While I'm not sure about how it looks more like marble than fog, it's good to hear the layout is fine! Now I just need to figure out how to get the equip skills window to show info and I'll be golden.
I think the word Equip should be the same blue as the stats. I hate the fact that it's red when all other highlight text is blue.
i think thr textures okay..but idk if I like the color combination of the blue and green fonts and red windows with the one word Equip being red.
I like the layout but the colors don't jive with me
i think thr textures okay..but idk if I like the color combination of the blue and green fonts and red windows with the one word Equip being red.
I like the layout but the colors don't jive with me
author=RedNovaI think this is the funniest reason for a thing I've ever read on here.author=HousekeepingWell, because she wanted a huge sword! She didn't want some puny little metal twig. It makes her look weak! At least that's what she read on Tumblr.
@Red: Why does the character look ashamed of her own equipment?
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
author=CashmereCat
That is a freaking sexy looking UI, Red. You've convinced me I probably want Luna Engine now...
You want the Luna Engine. You definitely want it.
author=Dookie
I think the word Equip should be the same blue as the stats. I hate the fact that it's red when all other highlight text is blue.
i think thr textures okay..but idk if I like the color combination of the blue and green fonts and red windows with the one word Equip being red.
I like the layout but the colors don't jive with me
Gotcha. I'll take a look into the text colors in the polishing stage. Thanks!
I have Luna Engine. It's not as good as I planned :\

1. It's clear the user is viewing the equip menu from the context. In fact, chances are, the user selected a menu item named 'Equip' to reach this screen. You can drop this top bar entirely without losing anything.
2. This info changes the least, and in turn, will have the least user attention. The equip box doesn't need center stage.
3. In order to learn about a selection, the user must look in nearly every direction. Plated Vest. Look up, look right, look down. Leather Vest. Look up, look right, look down. You get the picture. Consecutive pieces of information read great when laid out like a book.
The Equip title is fine as long as you keep it consistent all the way through the system.
That said, I feel like the stats should be swapped with the currently equipped box. It's also odd the sizes of the boxes. I'd try to line them up somehow. Maybe shrink the skills box to the same width of the stats box and have one under the other. It'd help the eye. Let me mock up~
Basically moved the text to the very top, made the Skills box smaller to fit with the width of the stat box and reordered a bit so that there's columns. The eye finds this much more pleasing because there's a logical order to it. Also made the heading smaller because you don't need super large (and small is nice). Now there's also more room for your character art so that it doesn't get overshadowed.
That said, I feel like the stats should be swapped with the currently equipped box. It's also odd the sizes of the boxes. I'd try to line them up somehow. Maybe shrink the skills box to the same width of the stats box and have one under the other. It'd help the eye. Let me mock up~

Basically moved the text to the very top, made the Skills box smaller to fit with the width of the stat box and reordered a bit so that there's columns. The eye finds this much more pleasing because there's a logical order to it. Also made the heading smaller because you don't need super large (and small is nice). Now there's also more room for your character art so that it doesn't get overshadowed.
I don't know, I kind of liked the old version. I liked having Stats on the top left, because it really is the most important thing and the thing I want to see... and to have the armor pieces right next to the character portrait makes me feel like I'm equipping the character more. I can't detail the reasons, but I believe Liberty's ones a bit top-heavy, whereas I'm usually used to seeing a description box down the bottom. That's where I read all my messages, anyway, so I think it actually makes a bit of sense. To think about it, I find the current equipment menu a bit weird to use, because it feels so claustrophobic.
I guess you have to test it and see what feels best.
I guess you have to test it and see what feels best.
In the items menu the help box is at the top. Honestly, try to keep it similar - if your help box is at the bottom all the way through your menu then keep it there - the player would be used to it being there and it'd be odd to change it.
As for the stat box, your eyes are going to be drawn to the white space, which, in this case, would be the character art, so it's right there in the line. I do recommend keeping them the same sized boxes though - if you want to flip the top/bottom row that would work too.
The only reason I put them on the bottom was because of the space under the stat box. It looked weird to just have some spare space in the middle like that. Perhaps you could increase the height of the stat box so that it matches with the current equips box - that way the awkward space would be removed and it'd look a lot more uniform. I'd prefer them at the top, personally, but yeah, the difference in height between the stat box and the current equip box just made it awk~ward~

This is a lot more pleasing to me, personally.

Or you could spice things up and do this instead. I do recommend keeping the help window consistent through the menu, though.
Actually, if this is an English game, you'd read from up left to right, so the first thing you want to see is what you're equipping, then how it affects your character. Besides, your eyes are automatically jumping to the white space... and the green/red font, so...
As for the stat box, your eyes are going to be drawn to the white space, which, in this case, would be the character art, so it's right there in the line. I do recommend keeping them the same sized boxes though - if you want to flip the top/bottom row that would work too.
The only reason I put them on the bottom was because of the space under the stat box. It looked weird to just have some spare space in the middle like that. Perhaps you could increase the height of the stat box so that it matches with the current equips box - that way the awkward space would be removed and it'd look a lot more uniform. I'd prefer them at the top, personally, but yeah, the difference in height between the stat box and the current equip box just made it awk~ward~

This is a lot more pleasing to me, personally.

Or you could spice things up and do this instead. I do recommend keeping the help window consistent through the menu, though.
Actually, if this is an English game, you'd read from up left to right, so the first thing you want to see is what you're equipping, then how it affects your character. Besides, your eyes are automatically jumping to the white space... and the green/red font, so...
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
Ramshackin
2. This info changes the least, and in turn, will have the least user attention. The equip box doesn't need center stage.
Actually, it will change the most. This project puts a lot more emphasis on swapping out equipment rather than leveling up, so this will be one of the most visited screen in the game.
3. In order to learn about a selection, the user must look in nearly every direction. Plated Vest. Look up, look right, look down. Leather Vest. Look up, look right, look down. You get the picture. Consecutive pieces of information read great when laid out like a book.
Because of what I said in my last comment, I'd argue that players will be looking at the equip slot menu most. Though that doesn't make your comment less valid, as players will still be looking in different directions. See below.
author=Liberty
In the items menu the help box is at the top. Honestly, try to keep it similar - if your help box is at the bottom all the way through your menu then keep it there - the player would be used to it being there and it'd be odd to change it.
Yeah, the help box is going to be at the bottom for all the other menus, so it's staying at the bottom for this one. As for your box layouts I think I like...

... this one the most. The dimensions of the equip skills box is still under debate, as I'm writing my own script to display the skills, so the box might need to change. However, I do like the overall layout. For now, I'm thinking about using my old layout but swapping the equip slot and stats windows.
Actually, if this is an English game, you'd read from up left to right, so the first thing you want to see is what you're equipping, then how it affects your character. Besides, your eyes are automatically jumping to the white space... and the green/red font, so...
You're right. The original intent was I wanted players to take a look at the character's stats first before the equipment. Now I'm not so keen on that idea, so I'll probably end up swapping the top two windows to match the layout you presented here. Thanks!
author=Red_NovaRamshackinActually, it will change the most. This project puts a lot more emphasis on swapping out equipment rather than leveling up, so this will be one of the most visited screen in the game.
2. This info changes the least, and in turn, will have the least user attention. The equip box doesn't need center stage.
I meant the equipment box changes the least in terms of the context of the menu, rather than the game. For example: user selects armor, scrolls through Helmet, Plated Vest, Leather Vest, before finally deciding on Leather Overcoat. The other info boxes have changed 4 times before the equip box has something new in it. Sorry for the confusion!
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
Yay, I'm back again:
So things are slightly different now. I wrote the script to display the weapon's skills in the Description window (which took way longer than it should have. But hey, baby steps!), made the top nameplate smaller, changed the text colors, softened the edges of the windowskin, etc. I'm really bad at determining which text colors should go where, so hopefully this isn't too bad.
Better?

So things are slightly different now. I wrote the script to display the weapon's skills in the Description window (which took way longer than it should have. But hey, baby steps!), made the top nameplate smaller, changed the text colors, softened the edges of the windowskin, etc. I'm really bad at determining which text colors should go where, so hopefully this isn't too bad.
Better?
author=JosephSeraph
Testing a visual style! :^D
The first one is half-finished hahah
Wow, these look great buddy. ;D
This is mostly nitpicking, but perhaps you could adjust the dark outline around the sprites, to make them more "painterly" as the backgrounds are.
author=Red_Nova
So things are slightly different now. I wrote the script to display the weapon's skills in the Description window (which took way longer than it should have. But hey, baby steps!), made the top nameplate smaller, changed the text colors, softened the edges of the windowskin, etc. I'm really bad at determining which text colors should go where, so hopefully this isn't too bad.
Better?
Much better! The info flows more naturally and the window order matches the order a player would read them.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
YES! Thanks Ramshackin.
Okay, mental note: Command windows on the left, info on the right. Makes it that much easier to replicate the rest of the menus this way.
Okay, mental note: Command windows on the left, info on the right. Makes it that much easier to replicate the rest of the menus this way.
























