Elhoim
Iron Tower Studio
The screenshots in the website have been updated. Check them out!
http://www.irontowerstudio.com/screenshots.htm
http://www.irontowerstudio.com/screenshots.htm
Spacemoose said:you guys need to get someone dedicated entirely to making garbage, litter, plants and other small, non-functional details, it would make the environment much better
the envoirment ones could maybe use a bit more variety than just the same brownish fighting-scenery shown from 4 different angles, but meh.. it's a start!
Yeah, the new GUI is much better. But thats no reason to stop nitpicking.
The item pics are a bit uneven. Some (like the rings) are very colorful others are rather palish. I played a bit with the colours and changed some minor things
One thing you might check for consistency: the X close button is differently placed and its shadow is altered in different GUI screens.
If I can offer one suggestion?
Maybe put some sort of white glow around the item images to make them contrast better with brown backgrounds. If you look at the combat screens, the small icons which let you choose actions "pop" nicely from their backgrounds but the weapon pictures don't. Because the icons are outlined in black with a small white glow around them.
In fact, you could probably alleviate the problem just by making the panel behind the item lists the same dark brown as the background on the stats screen. And it's probably a good idea, for consistency.
One thing I ve just noticed though: the lower interface bar is blocked on the screenshots - does this mean that to simply switch between different interface screens I have first to close one and then click on another's icon? I.e. if I want to switch from a stats screen to an inventory screen I have to first close the stats screen and only then push the menu button for Inventory? Why make this a two step action?
My one further complaint: in the inventory screen (newGui2.jpg), I think the text in the equipment slots should appear over the image of the item (and possibly centered within the slot, although I don't care as much about that). It's not a big deal, but it's slightly annoying that I can't read the text for the bottom left slot, for example. If this is a lot of effort - i.e., if the text is part of the graphic for the GUI rather than generated in-engine - then forget I said anything.
the new interface shots are really impressive and good looking
But anyway, aside from those suggestions, VERY nice, well done Elhoim.
The interface screens look better than many pro games, IMHO.
New GUI looks vastly better than the old one, it´s amazing how much GUI graphics can change the overall feeling of a game.
Wow! Looks fantastic
Do it ASA-fucking-P! Proper "close" button placement is a very important RPG aspect. It may ruin someone's immersion and we don't want that to happen, do we?Elhoim said:The different background in the char screen is my fault. I´ll bugger Flashback on the X position
Vault Dweller said:Do it ASA-fucking-P! Proper "close" button placement is a very important RPG aspect. It may ruin someone's immersion and we don't want that to happen, do we?Elhoim said:The different background in the char screen is my fault. I´ll bugger Flashback on the X position
Elhoim said:The different background in the char screen is my fault. I´ll bugger Flashback on the X position
Elhoim said:The text is part of the graphic
Besides, once you read it for the first time, you don´t need to see it everytime. You´ll remember what was each slot for.
Whatever makes both of them happy. Not that there is anything wrong with that.cardtrick said:Elhoim said:The different background in the char screen is my fault. I´ll bugger Flashback on the X position
Tell me you meant "bug," not "bugger" . . .
Vault Dweller said:Whatever makes both of them happy. Not that there is anything wrong with that.cardtrick said:Elhoim said:The different background in the char screen is my fault. I´ll bugger Flashback on the X position
Tell me you meant "bug," not "bugger" . . .
:seinfeld:
Yeah, I thought that might be the case. Again, not a big deal . . . but it just sort of bothers me to have partially covered-up text there all the time. What if you were to move the text to the dead center of the slot, for all of the inventory slots. That way you would be able to see it whenever there was no item there (which is the only time it's necessary) and you wouldn't see anything at all when there was an item, so you wouldn't have the awkward-looking half-covered text.
bluecuracao said:I like the partially covered text, gives the whole thing a more improvised and stuffed up look.