New account registration is temporarily disabled.

COOL (AND NOT SO COOL) LOOKING USER INTERFACES

Posts

Pages: first 12 next last
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
With the Luna Engine released, RM developers have unprecedented potential for customizing UIs to fit the specific needs of our games. With a little practice, your options are limited only by your creativity! Well, that's great and all, but what if you're not very creative when it comes to interface design? If you're anything like me, and I know I am, UI design was certainly NOT what you imagined spending hours on customizing when you sit down to make your awesome RPG!


Hence, this topic. Let's talk about layouts for menus, battles, etc. List some examples of menus you like, and menus you don't like. Perhaps we can share tips with each other for better customizing menu layouts!


Note: this isn't supposed to be a discussion topic for the Luna Engine specifically. There's already a pretty active board for that. This is just a topic where we talk about UIs in general.

--------------------------------------------------------------------------------------------------------------

I'll start us off by making passing observations on a few menu layouts:


Final Fantasy 13 Camp Menu:




Say what you will about the FF series, from the ones I've played, they always have some pretty slick looking menus. Take this one for example. If you ignore the autoclip option and the odd font change*, this layout keeps it information all neatly organized to different spots of the screen so a lot of info is conveyed without cluttering up the screen.

*It was shockingly hard to find a good picture of the menu for the original FF13! Google gave me layouts in bad quality, hacked characters, or pics of Lightning Returns. Everyone just loves dressing up their Lightning waifu to show off to everyone...



Valkyrie Profile 1 Battle Layout:





I'll admit to not having played Valkyrie Profile, but seeing the game in action, I kinda wish I did. I say this because I'm not entirely sure of the mechanics in the game and how they should be presented*. All I know from this screenshot is that it's a turn-based game that has an Action-RPG layout. And I'm definitely okay with that.


* It's important to make these kinds of observations about layouts when you don't know the game. Guess what? You're gonna have to design layouts to be visually appealing to attract potential players!



Persona 3 Camp Menu:




I love Persona 3&4 to death, but I'll admit to not being a fan of the menus for their. I think the biggest issue I have is the font choice. Dark blue on a light blue background with no visible border can make the info rather hard to read, especially if you might be visually impaired.

A lesson I learned from fonts is that:



It's important to have a strong visual style, but when it's so strong you literally have to strain your eyes to see it, then that's a problem. If the colors scheme was darkened just a little bit, it would be much easier on the eyes.


--------------------------------------------------------------------------------------------------------------
Finally, because I'll never get an opportunity to make a joke like this again:



Ew... it's all GUI!
These are some pretty fine menus! I think the black-on-yellow from Persona 4 was an improvement from the blue-on-blue from p3 but while sleek and cool it was indeed a bit of a retine burner. Hopefully the red on p5 won't be the same! Red is one of the least agressive colors to my retine. (maybe to everyone's?), second only to purple.

Some menus I'm fond of.

FFX

The menu from FFX is cheesy, fresh and tropical, with a hint of mint. I really like it, despite being arguably ugly and 90's (ffx was released in 2001)
Simple to navigate, cool animations and nice stylized icons made this menu quite pleasant -- which aided in the hours you spend customizing equips.


FFL2

an incredibly functional and fast menu, completely glitch-free (functionally and visually-wise, because it's possible to trigger a few gameplay glitches through the menu) and also did I mention FAST? Screens popped up almost instantaneously with a nice slide effect, and it was very intuitive to navigate. 10/10


Azure Dreams:

Another fresh, pleasant menu. This one is really simplistic, to boot. Good, because it's an one-man party game. (well, one man and 3 mons, eventually.)
It's a bit clumsy at times, but the way everything's animated and the way the windows are nested is nice. And the fact that the map remains visible in the background is especially nice because this is a roguelike, so it never warps you out of the ever-tense map screen.


The bad:

Shadow Madness is a good game. Little known, not technically impressive but it's atmosphere and sheer strangeness has little in terms of competition. However, it was utterly crippled by its terrible user interface. There is no "main menu", you access the menus from the shoulder buttons -- each opening up a different menu. You don't know that at first, though, and memorizing what menu does what is hard, especially because if I recall correctly that changes depending on which menu you're in. Just... Just no. Give me back my menu, please.
The battle interface was even worse.

(also the menu sounds are HORRIBLE, GODDAMN heck all of the sounds are awful. the music ain't bad, tho)


Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
The Azure Dreams one looks interesting, though I do have to wonder about the jumbled words in the command menu. Is that some sort of artistic move on the designer's part? Because honestly, that's really hard for me to read.

The FFL2 menu looks simple, but effective. I like it! I especially like the command menu layout much more than the Azure Dreams one. It's not cluttered with broken words and you can still tell at a glance what each option is.

The layout of the FFX menu looks simple enough. I had to take a look at an English version since I've never actually played the game myself.


author=JosephSeraph
Simple to navigate, cool animations and nice stylized icons made this menu quite pleasant -- which aided in the hours you spend customizing equips.


This brings me to an interesting topic: the command menu layout.

I make the assumption that the first options on any command menu are the options that players will be wanting to go to first. If players really do spend hours customizing equipment, shouldn't that be a bit higher on the list?


There's something to think about.
SO3 and FF12 have some pretty slick look menus as well. But Chrono Cross has one of the worse battle HUDs I have ever seen. Info is easy enough to read, but it looked so low-grade. Hardly befitting of a game that was supposed to succeed a 16-bit great.





SunflowerGames
The most beautiful user on RMN!
13323

This is pretty close to spam.
CashmereCat
Self-proclaimed Puzzle Snob
11638
@kory_toombs I'm pretty sure this is, like, the opposite to spam. Like, an actually really interesting topic. Or are you trying to say that the title sounds like it's going to be spam? Selling interfaces or something? Not quite sure.

All I can say is that I'm only just now starting to think how I can customize my UI to make things more clearer. Since the latest game I'm planning will have a lot of complex elements: relationship statuses, a time system with date and time, as well as other benefits.

An upcoming RPG Maker game called Unveil that recently got greenlighted has one of the most effortlessly beautiful UIs I've seen in an RPG Maker game. Here's a video of it.



It has meters running along the bottom that constantly update based on your surroundings. It looks like a technically impressive game and I'm surely excited for its release.

Other people I know who are good at making UIs are LouisCyphre (Essence Enforcer) and Galenmereth (The Vendor).



The skill in this isn't just in the colour schemes (which range from quite pleasant to quite hurtful), but in the animations that happen when menus appear/disappear. It certainly got my Misao vote.



The Vendor has some really quite interesting UI elements going on. I think it's partly because of the use of Show Picture and Move Picture elements, combined with Galenmereth's own scripts. Message box animations flit in and out.

Which leads me to the point that a lot of the elegance of a UI depends not only on the layout, but on the slickness of the animations that bridge between them. If you can pay attention to detail to customize these animations to make them slick, effective, efficient and fast, then your UI can go a long way to be considered a very good one, or even just not as annoying.

But a possibly unrelated note I hate about the default UI menu is not a visual one... it's the annoying "Decision" noise that the menu makes every time you press Space Bar. It's hard to find sounds that will make your UI shine, but sometimes that's the difference between a good and a bad UI - simply the audio.

For instance, the recent McBacon Jam entry Born Under the Rain excelled in its sound design, even though it was only just a few sound effects, they were crisp and clear and went well against the music. It's already got my Misao nom for best Audio and Sound FX.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
This one could be better:

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
All I can say is that I'm only just now starting to think how I can customize my UI to make things more clearer. Since the latest game I'm planning will have a lot of complex elements: relationship statuses, a time system with date and time, as well as other benefits.


Ooh, that sounds interesting! Let us know what you come up with. It could help others who may be planning similar systems in their own games!

Unveil looks really interesting despite the hilarious voiceover! And you're right; I like the UI design in that one! It comes and goes quickly while displaying useful information. Plus, based on the pitch, it seems like there's a lot of info to convey, and it looks like it does that job pretty well.


You also bring up a good point: I should probably have found more RM games with awesome UI designs to compare to. I don't know why I forgot about Essence Enforcer, but you're right in that the UI is well designed.



author=CashmereCat
Which leads me to the point that a lot of the elegance of a UI depends not only on the layout, but on the slickness of the animations that bridge between them. If you can pay attention to detail to customize these animations to make them slick, effective, efficient and fast, then your UI can go a long way to be considered a very good one, or even just not as annoying.


Hm... I'm sure that there are ways to incorporate animations into UI transitions, although I have yet to find them. Perhaps I should ask Archeia how it was handled in Porcupine Princess.


author=CashmereCat
But a possibly unrelated note I hate about the default UI menu is not a visual one... it's the annoying "Decision" noise that the menu makes every time you press Space Bar. It's hard to find sounds that will make your UI shine, but sometimes that's the difference between a good and a bad UI - simply the audio.



You know, I never thought of that! Sound effects are important when it comes to UI design as well!



author=kory_toombs
This is pretty close to spam.


Not sure why you think talking about an often overlooked aspect of RM is considered spam, but okay.

author=LockeZ
This one could be better:


11/10!

author=yuna21
SO3 and FF12 have some pretty slick look menus as well. But Chrono Cross has one of the worse battle HUDs I have ever seen. Info is easy enough to read, but it looked so low-grade. Hardly befitting of a game that was supposed to succeed a 16-bit great.


After looking those up, you're right! For Star Ocean, despite the onslaught of things happening on screen during battles, all the info is pretty easy to read. I like how the HP, MP, and Guts bars are all different colors. That's probably something that everyone should take note of. I just wish I could find a total damage tally somewhere. Unless you're some sort of human computer, I don't think you can add all that up in your head.

The menu, though, I find kinda funny because it looks almost exactly like a RM default menu. Then again, the game did come out in... 2003? So it's kinda unfair to say that. I just found it surprising, that's all.



Anyways, here's a couple more: Tales of Vesperia.



I like the icons that are used instead of text. I think all of them, minus the Library (which looks like 3 colored blocks) and the Skills menu (seriously, what is that symbol supposed to represent?) can give at least an idea of what each option is without having to highlight it.


For adventure games, I like layouts similar to Ib:


It's simple, but conveys all the info you need as well as a more detailed depiction of the characters. Because honestly, Ib's in game sprite leaves quite a bit to the imagination.

The menu for the original version of Persona was a bit (ok, very) clunky, but I had a great deal of affection for its planetary motif.

edit: In case it's not obvious, the planets orbit the central command "sun", as the player presses left and right.
Roden
who could forget dear ratboy
3857
I'll admit, for as bad and boring of a game as it may be, Final Fantasy 12 has the literal nicest menu I've ever seen in an RPG:



I mean, just look at it. It's so slick looking and easy to read. It's not covered in fancy designs or thematic elements or anything, it's just beautifully displayed information. Fuck.
CashmereCat
Self-proclaimed Puzzle Snob
11638
One thing about games, and I'm not sure if this is just because they are Japanese, but sometimes they space numbers out in weird ways like in that screenshot. Those numbers would be wayyy easier to read if they were closer together. I mean how am I supposed to read how much gold that is? 8 million? 809 thousand? Maybe at least put a couple of commas in there.

Also if you're gonna have icons at the top then they better be easy to quickly rift through, otherwise you're going to have to chance what each icon means. At a glance, it's not so obvious. But it looks like it might be as quick as "flipping through tabs" in this game, which I could imagine could be sifted through using the Left and Right triggers. The portraits are really cute being front-on and everything, but I don't think play time needs to take up as much space, unless you really think it is that important that every time a player looks at their health they need to know how many hours they've spent on this game.

But other than that it looks cute and I can imagine all those little fluffy sprites in the background flying everywhere, the feather bobbing up and down, paper sound effects being made as you flip through, and elements highlighting as you select them. I'm just going to search a video on youtube to see if I'm right.


Actually, seeing this UI in action it's a lot sleeker than I imagined. Partially because as you hover over these icons, they show you in the top tab what is inside them, a title and a description and everything. Menus expand into submenus, and everything just has a really nice flow.

I still think those numbers is weird, tho.

The Vesperia screenshot Red_Nova posted is of the Japanese PS3 version, just so you know. Also, look at that play time! You don't normally accumulate that much money.
The numbers could be worse: I think I've seen a few games actually still use the Japanese-style number grouping, even when localized for western markets.
(Looks like this)


Yeah, Vesperia's menus are pretty good, though, even if I got the Artes (asterisk thing) and the Skills (green swirl) icons mixed up all the damn time...
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=turkeyDawg
The Vesperia screenshot Red_Nova posted is of the Japanese PS3 version, just so you know. Also, look at that play time! You don't normally accumulate that much money.


I probably should have mentioned that it was the Japanese version. But the layout hadn't changed. (though I reeeeeeally wish that version would get localized. They did it for Graces. Why not Vesperia?)

... I should probably not mentioned the 250 hours I put into Vesperia then. Across three playthroughs. Nope. Didn't happen.

author=CashmereCat
but I don't think play time needs to take up as much space, unless you really think it is that important that every time a player looks at their health they need to know how many hours they've spent on this game.


Maybe not TOTAL play time, but I like the idea of the CURRENT play time (the time in the parentheses) being displayed on the main menu.


author=Pizza
I mean, just look at it. It's so slick looking and easy to read. It's not covered in fancy designs or thematic elements or anything, it's just beautifully displayed information. Fuck.


Substance over style, huh? Yeah, I can get behind that design philosophy.
SunflowerGames
The most beautiful user on RMN!
13323

author=Red_Nova
With the Luna Engine released, RM developers have unprecedented potential for customizing UIs to fit the specific needs of our games.


The spam portion.
Cap_H
DIGITAL IDENTITY CRISIS
6625
JRPGs' UIs drew me back from actual playing of them. I got to them only through my love for tactics and my temporary anime fanaticism. By my opinion UIs in western RPGs are often better. They are faster to navigate and inventories aren't such a mess. I can't generalize it of course. I'm primary computer player and such a like I'm used to mouse.
For me Baldr's Gate or Dragon Age origins were fine.

In terms of coolness, that's bit different story. UI can be totally impractical and cool as hell at once. I agree on FFXII and have to add that majority of Squere Enix releases has some pretty neat interfaces.

Luftrausers has some really cool 'UI'. Game lacks main menu at all and it's minimalism was taken to extreme:
CashmereCat
Self-proclaimed Puzzle Snob
11638
That's a really small image of that game's menu, Cap, and I don't think it does it justice. Here's a bigger video of the menu in action.



On that note, it's good to remember that UIs are only as good as they look in-game. A menu may look ordinary with a simple screenshot, but when animated, it can come alive. Or something like that.
Cap_H
DIGITAL IDENTITY CRISIS
6625
author=CashmereCat
On that note, it's good to remember that UIs are only as good as they look in-game. A menu may look ordinary with a simple screenshot, but when animated, it can come alive. Or something like that.

They are as good as they work in game. But the truth is that some level of fanciness and coolness can make a lot for player to enjoy work with menu.

One thing which is often uber irritating in keyboard/gamepad controlled uis is sound. Alongside the animations and sleekness, sound effects have great amount of impact. It can be turned off in contrary to actual look of menus, but thats not what it makes any better.

Edit: I have radically different tastes than i used to have. I remember myself playing Oblivion and being disgusted that every single menu is under sole button of Tab. As I progressed through the game I got used to it and since them I demand more consolistic approach. The fact is that with exception of Crusedar Kings I play games on Laptop lately (and planning on buying some games for my Gamecube).
author=kory_toombs
author=Red_Nova
With the Luna Engine released, RM developers have unprecedented potential for customizing UIs to fit the specific needs of our games.


The spam portion.


??????????????????????? still trying to understand ???????????

talking about an rpg maker tool in an rpg maker forum is spam how ??????????????????????????
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=kory_toombs
author=Red_Nova
With the Luna Engine released, RM developers have unprecedented potential for customizing UIs to fit the specific needs of our games.


The spam portion.


What this tells me is... you didn't even read past the literal first sentence of the topic before dismissing it as spam. Granted, there's probably better ways I could have worded that sentence, but...

author=InfectionFiles
You just don't like reading, do you?



Moving on...


Thanks for the info on Luftrausers. That was really interesting! Though I did have to check out TotalBiscuit's vid to get a feel for the game proper.

I remember trying to play The Witcher 2 a long time ago. I gave up around the time I had to fight a giant octopus boss. I can't remember much about the game, but the #1 thing I do remember is, "I hate these menus,"

Maybe I'm just an uncultured scrub, but when I have to go through three different menus just to drink a potion, I feel like some serious streamlining is necessary. For the record, I played the PC version. Maybe the console version fixed the menu issues.

Though, despite all my complaints, I do still want to give it another shot. I just don't have the time anymore. Can someone who has played the game longer than I have weigh on on how easy


I must have spent more time in the Dragon Age menus than I did in the actual game, but it was quick and easy to adjust everyone's equipment, tactics, etc. that I didn't mind.

The one exception being Inquisition. I spent longer in the menus than I did in the game, sure, but it was because of stupidly long loading times for character models on top of the menus themselves just being badly designed.

I mean, look at the equipment menu for Inquisiton:



Now compare it to Origins:



Equipping armor is easy enough. But if you want to equip weapons from the armor menu, you have to:

1) Navigate back towards the equip category menu.
2) Select Weapons.
3) Scroll to the weapon subcatagory.

All the while dealing with loading the menus & character models.

How do you do it in Origins?

1) Press left.



Streamlining is very important.
Cap_H
DIGITAL IDENTITY CRISIS
6625
I've played only my portion of the first Witcher and menus were terrible. And i think Dragon Age 2 had the same problem as Inquisition. Menus were stylish but fell short on functionality.

I've just noticed FFL2 in Joseph's post and I have to agree on that one. Generally, Gameboy had tons of cool, working menus due to the fact devs were forced to work with limited space. Of cource in case it went wrong, it was total disaster.



I've never played this one, but the soundtrack is unbelievably cool.
Pages: first 12 next last