1

(19 replies, posted in Editor)

Looks great!... I would give more contrast to the selected submenu item though. Maybe you can try with a darker grey instead the green. I think you should avoid to use more than one color for highlights, it will make the layout more compact.

Apart from that, I would add very subtle dividers in the properties box (bottom left) to separate tools in different groups, but that's a personal choice.

Keep the good job, love that minimal UI.

2

(19 replies, posted in Editor)

I love it in grey!  big_smile 

Glad you post also 3 top-notch examples of a well designed interface. As you can see, serious software don't have in consideration the color of the UI as a key element of the identity. They think on ergonomie as main priority. The fact that they have the same UI color doesn't make them less 'unique'.

As side note: I was working on a game for long time, the game has some special tones of green and I personally would hate to work on it with a huge blue block in the left side. Anyway, since UI customization is planned to be possible, those details are not so important, just wanted to give my honest opinion.

3

(19 replies, posted in Editor)

anael wrote:

- the top row buttons, do you mean the pacman, play, pause and stop buttons ?
It's true the size is not coherent and it could be smaller.

I meant to put all buttons (transform tools) in the same row as the pacman, play, etc, maybe with a separation between categories.

About the blue as neutral, well... it's not so neutral as grey. big_smile  But since it's planned to be customizable, it's ok. Anyway, you can use the blue as highlights (buttons, hover-active states, etc) so you never loose your identity.

4

(19 replies, posted in Editor)

The GUI pimp is a great idea. I would use different tones of grey instead of blue in the interface, so it wouldn't make conflict with in-game colors. I also would unify all buttons in the top row to gain more space.