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Maratis forum » Posts by psikoT
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.
I love it in grey!
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.
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. 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.
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.
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Maratis forum » Posts by psikoT
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