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Heroes Community > Heroes 5 - Modders Workshop > Thread: [MOD] Might & Magic: Heroes 5.5
Thread: [MOD] Might & Magic: Heroes 5.5 This Popular Thread is 435 pages long: 1 50 100 150 ... 154 155 156 157 158 ... 200 250 300 350 400 435 · «PREV / NEXT»
thGryphn
thGryphn


Promising
Famous Hero
posted April 09, 2016 12:29 PM

No-glow options updated with more articulate icons...

I'm definitely inclined towards no glow... I love both colored and non-colored versions but I am slightly inclined towards colored...

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EotT
EotT

Tavern Dweller
posted April 09, 2016 02:28 PM
Edited by EotT at 14:29, 09 Apr 2016.

No glow and no colors is what I like most. But with colors is not bad either. I wouldn't use the glow.

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Skeggy
Skeggy


Promising
Famous Hero
posted April 09, 2016 03:02 PM

thGryphn said:
No-glow options updated with more articulate icons...

I'm definitely inclined towards no glow... I love both colored and non-colored versions but I am slightly inclined towards colored...



No-glow & no-colors. Colors can vary from game to game, so with no-glow and no-color, hierarchy is easy to remember and it's not connected with the element of color. Besides, big, clear signs (with no-glow) draw first attention so it's easy to click on them.
One more thing. Sign for barbarians. The Hand. I can understand that you use abbreviated symbols, but, that Fortress dragon has some white lines. Also Wizard's Ankh has some white lines. So why not draw some circles and triangles with white lines on that hand as well?
I mean that hand, the way it is, really doesn't fit with other symbols.

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TristanIJB
TristanIJB


Hired Hero
posted April 09, 2016 03:20 PM

No glow and with color if you ask me:-)

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Belisarius
Belisarius


Promising
Known Hero
posted April 09, 2016 04:40 PM
Edited by Belisarius at 17:40, 09 Apr 2016.

I like the background images.

Maybe make them a little bit more transparent / less visible / gentle? Compared with the little ones on the right size, which are good: sharp and visible, and nice at the same time.

Definitely no glow.

Colors? Hm... if colors are to be used, I think they too need to be more gentle / subtle. Not so visibly strong. Just a little touch, barely visible, using colors that match their flag.

Or: try to combine no colors with glow that is more subtle; little glow in colors from flags.

Or: try using gentle colors only in circles on right side.

Overall it looks good so far. I hope it will be functional too, with fast loading.

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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted April 09, 2016 07:53 PM

I like the coloured option more.

But what I dislike right now is the name of faction and class.
It is too small and also the colour and fons does not fit.

Is this considered to be final or are you planning to change it?
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sayke
sayke

Tavern Dweller
posted April 09, 2016 07:55 PM

No glow no colors - simple and clean as can be =D

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Forsberg
Forsberg


Adventuring Hero
posted April 09, 2016 09:01 PM

No glow, colors yes.

But I can't read it anyway

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thGryphn
thGryphn


Promising
Famous Hero
posted April 09, 2016 11:53 PM

Forsberg said:
No glow, colors yes.

But I can't read it anyway


Read it??

@Antalyan:
Nothing is written in stone, especially not the font color for faction-class name. The size though should suffice and it kinda has to. Not many pixels left there The font type is the same as anywhere else in the game, just bold here, which can change. I'll experiment on different colors and probably will pick something less bright. I just need a good contrast with the background...

@Belisarius:
I too like the background images in the textbox, and I agree, they should be more subtle than what you see up there. They however work against the speed goal, theoretically. Once all is done, I'll try with and without, and see the actual effect on speed.

@Skeggy:
I hear you about the Barbarian symbol, but same argument can be made for all other icons about white lines. This is the original set of icons I got from Ubi's servers (no cheating, just digging in their html code ), and not being a graphic artist, I'm pretty sure what I'll be able to do will be much worse. However, I got one little idea specifically for the Barbarian symbol. I'll see what I can come up with


Along with these visual things, I hit a bit of a snag with the "remembering the last state" thing. I thought I got it, but it seems I didn't. So, for now, the skill wheel does not remember its last state and it will always start (once you go back to the adventure screen) with the same page (which I'm setting to be the info/manual page). So, it will take two clicks to go to your intended class's particular skill wheel. I'll try a few other things but I'm pretty much at the conclusion that it's not possible without access to game code...




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Forsberg
Forsberg


Adventuring Hero
posted April 10, 2016 03:58 PM

Well, yes. I cannot read such wheel, I am not color blind it is just I don't get relations between icons, magic, skills.
Some parts I do understand but 90% of it is beyond my understanding.

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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted April 10, 2016 04:35 PM

@the Gryphn

I imagine something much more impressive for the class name but you are right there is not much space left. What about some darker colours?
Also it is not centered now I am aware.

Maybe you could divide the class and faction section and move the faction more to the left side and the class name to the right side a bit? Then they could be also a little bit bigger.

Or the switch buttons could be moved up/done and the class and faction names could be on their current location?

Btw. How are you/anyone going to change the class they want to see? (How will the options list look like?)
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Skeggy
Skeggy


Promising
Famous Hero
posted April 10, 2016 08:34 PM

I suppose it's a two click skillwheel. First click button on the Hero screen or level-up screen and second click on one of the three class icons.
First, round icon serves just as an orientation point for ex-racial, now class-set of three classes.
If above-mentioned really is true, perhaps those three class icons could have some visible borders, so no one needs to guess where one begins and other ends?

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thGryphn
thGryphn


Promising
Famous Hero
posted April 10, 2016 09:25 PM
Edited by thGryphn at 21:27, 10 Apr 2016.

Forsberg said:
Well, yes. I cannot read such wheel, I am not color blind it is just I don't get relations between icons, magic, skills.
Some parts I do understand but 90% of it is beyond my understanding.


That is why the skill wheel will open up first into a manual of sorts I do appreciate that not everybody is fully knowledgeable on everything and I'll try to provide a quick manual, which will always be accessible (the right-top button ).

Antalyan said:
@the Gryphn

I imagine something much more impressive for the class name but you are right there is not much space left. What about some darker colours?
Also it is not centered now I am aware.

Maybe you could divide the class and faction section and move the faction more to the left side and the class name to the right side a bit? Then they could be also a little bit bigger.

Or the switch buttons could be moved up/done and the class and faction names could be on their current location?

Btw. How are you/anyone going to change the class they want to see? (How will the options list look like?)


Color-wise, yeah, I'll try different alternatives and probably post them here

Same for location of that title. Now, it's aligned at the "~", which I would like to keep. You're right, I could separate them a little, but there is a sweet-spot there: they cannot be too much apart, they must still feel like a single title of "Faction ~ Class".

I'm not clear on what you refer to by "switch buttons"...

The options (buttons) for selecting a class is right there staring at you: 24 buttons, 3 per faction, ordered in might-middle-magic (it's a game of might&magic after all, not magic&might ).


Skeggy said:
I suppose it's a two click skillwheel. First click button on the Hero screen or level-up screen and second click on one of the three class icons.
First, round icon serves just as an orientation point for ex-racial, now class-set of three classes.
If above-mentioned really is true, perhaps those three class icons could have some visible borders, so no one needs to guess where one begins and other ends?



All your observations are correct

I did not want to overcrowd that area with button borders, etc. I really think it's fine as it is. I mean, one can argue the same for perk icons on the wheel and then it's a mess. I hope you see what I mean: icons themselves should be enough of a cue on where to click...

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Gidoza
Gidoza


Famous Hero
posted April 10, 2016 11:13 PM

Galaad said:
thGryphn said:
Or, without?
http://oi68.tinypic.com/vwy0xk.jpg

You have my vote on this, personally I think it looks great.

Get some taste, people!



It's not about taste - it's about icons that are meaningful, and faithful to H5.  These are neither, as I have no idea what links to which, and it doesn't feel like a H5 environment.  Skill wheels are about displaying the information usefully, not introducing new icons and art.  We can make it look perfectly good with the stuff everybody knows.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted April 10, 2016 11:25 PM

I was just teasing relax, I'm sure final form will please all.
____________

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thGryphn
thGryphn


Promising
Famous Hero
posted April 11, 2016 12:20 AM

This should address some concerns:




@Gidoza: All these icons are their faction symbols in the Ashan lore, where Heroes V belongs, despite the fact that most of them are not used in-game.

In Heroes V, faction symbols were not effectively used (which is the game's shortcoming), but if anyone had to use (like me) an icon to represent each of the factions, these would be them. Because, as I said, in Ashan lore, these are the faction symbols, and trying to use anything else would be contradictory. What else would you have me do anyway?

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Belisarius
Belisarius


Promising
Known Hero
posted April 11, 2016 03:34 AM

Yes. It does. I like it.

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Skeggy
Skeggy


Promising
Famous Hero
posted April 11, 2016 11:11 AM

thGryphn said:
This should address some concerns:



It does really nice job of representing new class-sets, factions.
However, I have to ask, concerning three class icons, what will be the area of click, will it incorporate area around icon or we'll have to aim icon shape borders?
If the area of click will incorporate space around icons, wouldn't it be nice to be visually aware of that space of click? Like could that space have a hover effect?

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thGryphn
thGryphn


Promising
Famous Hero
posted April 11, 2016 11:44 AM

Skeggy said:
thGryphn said:
This should address some concerns:



It does really nice job of representing new class-sets, factions.
However, I have to ask, concerning three class icons, what will be the area of click, will it incorporate area around icon or we'll have to aim icon shape borders?
If the area of click will incorporate space around icons, wouldn't it be nice to be visually aware of that space of click? Like could that space have a hover effect?



They will do a hover effect and the active area for both hover and click is the area within the visual icon edges. Transparent areas on icons do not activate. Same for skill/perk icons on the wheel...

So, for both, there is really no need for additional borders because the active area borders are already there for each icon...

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Skeggy
Skeggy


Promising
Famous Hero
posted April 11, 2016 12:20 PM

thGryphn said:

They will do a hover effect and the active area for both hover and click is the area within the visual icon edges. Transparent areas on icons do not activate. Same for skill/perk icons on the wheel...

So, for both, there is really no need for additional borders because the active area borders are already there for each icon...



I suppose that term "visual icon edges" corresponds with icons defined with borders of the shape of the image of swords, shields, candles, and the "transparent areas on icons" corresponds with the dark-yellow background.
So, let's say in case of Combat skill icon, or in a case of Offence skill icon, will the hover effect have enough thickness, meaning will it cover enough surrounding area, without the need of having the effort of highly precise click-selection?

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