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#1 Guest_Jim69_*

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Posted 06 August 2003 - 05:54 PM

Hey

I was pretty bored and I can't finish ne of my models until my Bro can get the 3DSM CD back, grrr

I ave got Photoshop on me new comp tho, and I decided 2 do a rough idea of a starting screen. I've borrowed pretty heavily from the X-Net database, but since this is kinda low priority I'll just let u boys criticise to ur hearts content :)

Edit: Removed pic for slow connections :)

Edited by Jim69, 08 August 2003 - 02:45 PM.


#2 Vaaish

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Posted 06 August 2003 - 06:28 PM

I try not to be blunt too often, (generally means I come across about like a lead brick wrapped in tinfoil though) but I think that this is way to amateurish. Basically this looks like something I would expect from a 3rd party freeware game, not professional level work. Remember this is probably one of the first impressions a game will have of Xenocide and as such needs to be top quality.

My suggestions would be to go through all the games you have and get a good idea of what other developers have done and see if you can get a few ideas. Then come back and try again.

My indepth critique is this: the background is nasty and not very appealing. It needs to be much more subdued and possibly have an image instead. though if you are going with this route make it is solid color broken up with geometric patterns (note if you try this make sure that the patterns ADD to the piece and make it flow together)

Drop the X corps logo or make it add to the flow of the piece, eg make it almost graphic instead of floating back there. As it is now it doesn;t tie in to anything and is competing with the attention between the buttons and the logo.

Make ONE definite center of interest (preferably the logo) and then make the eye follow down to the area of next importance (the menu) Everything lumpped into the center can work but you wil have to rely on size of objects more than placement to create the focus.

Get rid og the bar at the top, doesn't add anything and looks like we just reskinned a normal window instead of running fullscreen.

I know this isn;t your fault but we need a better logo, that one just doesn;t work well.

If possible we need to try to tie in the blue and green themes for the intro screen.


Yes I do realize this is a rough sketch but this is something that generally would have been elminated in the thumbnail stage before you even started work at a computer.

I may post an idea of what I mean later. Please don't take the harsh criticism too hard. I'd rather you be forced to a higher standard than you think you can achieve than to be satisfied with a mediocre level of work.

#3 mamutas

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Posted 06 August 2003 - 11:03 PM

I am not going to criticize art, there is very little can be added after Vaaish. And I doubt I would create a better screen myself...

Just couple notes:

- get rid of top bar, this will be fullscreen, so it is not needed, especially this X in the corner.
- we will support multiple user accounts, so we would need to display a current account name as well as button leading to a dialog to create/select an account.
- some static background will be OK for the first release, but later (as soon as we have necessary library implemented) something more sophisticated, with animations and spec effects is absolutely necessary.
- most of our UIs are right justified, so something similar should be here too.

Anyway, for me it looks pretty good for first attempt. Keep going!
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#4 Guest_Jim69_*

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Posted 07 August 2003 - 05:22 AM

Hey, if I couldn't take criticism I shouldn't b here. I just threw some things 2gether from the X-Net picture 2 keep some continuity. I was tryin 2 keep the original layout from UFO.

So:

- New b/g then? Any ideas? I was thinking maybe something like from Warcraft 3 with the animated models and backgrounds, I could do something basic when I finish what I am doin right now ( Hopefully tonite if my bro has brought 3DSM with him ). 1 thought was a Charlies Angels kinda pose, but its overused and lame IMO.

- Lose top bar, agreed, again it was only purely for continuity.

- What about the btns? Should I design new 1s, or try and stick with 1's from the X-Net DB, I would say stick with them.

- OK, I'll lose the X-Net decal. It was more of an exercise 4 me in transparency and hiding behind layers than a serious suggestion.

- So the whole thing should try and tie in blue and green? I'm gonna think about it 4 a while, I'll try and do something new instead of a straight copy. I'll C what alien models are finished and see if I can make a scene out of em that will be easy on the eye.

#5 Breunor

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Posted 07 August 2003 - 06:25 AM

Perhaps having the buttons more around the edges of the screen so that the center is open, allowing you to have some nice graphics/animation there? So long as the buttons look similar to other screens, I don't think it needs to have the same top to bottom menu layout. If you tried the buttons around the edge, perhaps some of those thin lines used in the xnet UI coul run around the edges of the screen and behind the buttons to connect them together like a frame.

#6 Guest_Jim69_*

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Posted 07 August 2003 - 06:38 AM

Here's an idea of what I was thinking at lunch, tho I dunno it will work. It's pretty simple and the models are already made. Probably too simple.

I was thinking of having the already modelled Chrissylid crouching at one side of the screen ( left ) and a Power Suit model on the other firing a rifle or summint, with only the muzzle flash lighting either of them. Then, they would be both staring at each other, with the Menu in between them. Do you think that would draw attension to where they are looking at or just bring the focos away from the centre? The more I think about it, the more I'd like 2 think of summint a little better, but at least thats a start.

#7 Vaaish

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Posted 07 August 2003 - 09:53 AM

Here's an idea of what I was thinking at lunch, tho I dunno it will work. It's pretty simple and the models are already made. Probably too simple.

I was thinking of having the already modelled Chrissylid crouching at one side of the screen ( left ) and a Power Suit model on the other firing a rifle or summint, with only the muzzle flash lighting either of them. Then, they would be both staring at each other, with the Menu in between them. Do you think that would draw attension to where they are looking at or just bring the focos away from the centre? The more I think about it, the more I'd like 2 think of summint a little better, but at least thats a start.

I would stay away from that kind of thing... too cliche.

I'll get back later this evening with a better response.

#8 Breunor

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Posted 07 August 2003 - 12:13 PM

If you kept the menu in the center, you could have fade in-out on either side of various soldiers/aliens firing weapons or attacking. So you could have a normal soldiers fire the autocannon on the right, and as it fades out an alien fades in on the left and does its thing, back and forth with all the models. We'll have the animations for the battlescape, we just use them here in a rendered environment.

#9 Guest_Jim69_*

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Posted 07 August 2003 - 12:29 PM

Yeah, that'd be good, sorta keep that comic theme the original had in it's into

#10 Vaaish

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Posted 07 August 2003 - 02:56 PM

maybe try something like the Xmen movie logo effect?

#11 Guest_Jim69_*

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Posted 07 August 2003 - 03:26 PM

U got a website where I can look at that?

#12 Vaaish

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Posted 07 August 2003 - 05:15 PM

http://x2-movie.com/

Here is a little something I threw together on a different route from the Xmen idea. I'm not entirely happy with it but it will hopefully show a little of what I ment with the suggestions on the original

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Edited by Vaaish, 07 August 2003 - 05:17 PM.


#13 Guest_Jim69_*

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Posted 07 August 2003 - 05:23 PM

Oh, OK, I get what u r after now. Hmm, is there a human model that is completly finished and textured? If so, can someone post it 2 me in a zip 4 the .3DS and .png files, and I'll get something good 2morrow since I ain't goin out till Saturday I got all nite 2 get something decent done. I'll keep the option menu as u have done it there, looks pretty organised IMO.

Edit: I also like the X-Men site, I'm gonna mock up something like that with a basic version of the X-Corps logo, as I think it will look a little cluttered in 3D IMO.

Edited by Jim69, 07 August 2003 - 05:24 PM.


#14 Vaaish

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Posted 07 August 2003 - 05:28 PM

Oh, OK, I get what u r after now. Hmm, is there a human model that is completly finished and textured? If so, can someone post it 2 me in a zip 4 the .3DS and .png files, and I'll get something good 2morrow since I ain't goin out till Saturday I got all nite 2 get something decent done. I'll keep the option menu as u have done it there, looks pretty organised IMO.

Edit: I also like the X-Men site, I'm gonna mock up something like that with a basic version of the X-Corps logo, as I think it will look a little cluttered in 3D IMO.

the power armor model currently only has a Maya boneing and weighting structure as well as a procedural shader applied for the effect... in otherwords even though it "looks" finished it will still need to have the final texture map made and applied and try to find out how to export the rigging. Basically this version of the model is what I tossed togehter for the animation test I posted awhile back.

Edited by Vaaish, 07 August 2003 - 05:30 PM.


#15 Guest_Jim69_*

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Posted 07 August 2003 - 05:33 PM

Hmm, OK. The Chryssie model is in high poly sorta finished state isn't it? I'll C if I can get my hands on that and get something decent going. 4 now I'm gonna do a basic sketch and have a fag, coz I gotta be goin 2 sleep soon 4 work. I'll look in the art asset list and try 2 find out who did the model and wrestle it off of him :D

Edit: On second thought I'm gonna have a go at the Sectoid, I don't think ne1's workin on that. I got a couple of things 2 finish 1st, namely the BB court, then I'll C if I can get a nice lookin version 2 use on the screen 4 now. Sorta a placeholder until more of the models are finished. Besides, modelling something more rounded will be a nice challenge since I can't really work on the Med Scout until a floor plan is approved and finished.

Edit2: Had fag, and I looked thru all my games. Most had backgrounds of ingame shots, that seems 2 be the "in" thing at the mo, but, probably predictably, my favourite was Warcraft 3 ( And TOCA Race Driver, but that is too graphical IMO ).

Doin a scene like that is a lot of work, but the idea I was thinking was to try and emulate this. Instead of having a figure prominent on the screen I thought of having a whole scene of destruction, possibly a farm, with the focal point a crop circle ( since last time I checked these were gonna be added into the game as graphical eye-candy only ). I have no idea how long that could take, or even if I could do it, but I am willing 2 have a crack :) Dunno bout animated tho, seems FAR too hard 4 me at the mo. I'll b happy if I get a decent screen 4 it :)

Edited by Jim69, 07 August 2003 - 05:56 PM.


#16 mamutas

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Posted 08 August 2003 - 11:30 AM

Don't do any animation for now.
We would need a startup screen for milestone 2, but I don't think we will be able to display animation by that time. Go for static image for your first implementation.

Also, keep the same buttons as were on your original screen and just add another one for account name/new account creation/selection. Do not put any 'multiplayer'
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#17 Guest_Jim69_*

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Posted 08 August 2003 - 12:28 PM

Yeah, I wasn't planning ne animation, mearly a screenshot of a scene I make in 3DSM. Animation is beyond me ATM, so I'll just try and do the best I can. I am gonna ave a go without textures so u can C what I am aiming 4, shouldn't take much work I think the textures will b the hardest part.

Edit:

account name/new account creation/selection

As a side note, what is this going 2 be used 4?

Edited by Jim69, 08 August 2003 - 12:40 PM.


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Posted 08 August 2003 - 02:27 PM

Who did the model 4 the Skyranger? Is it finished? It looks finished in Art Asset list, is there a .3ds file w/ textures 4 it?

Edit: This is the plan I'm gonna work from in 3D. It is VERY crude, ignore the bad colour clashes and top down view, it is mearly a plan of how everything is gonna fit on screen, all in boxes 2 show position. The crop circle is gonna b a pretty complex pattern I found on the net in the form of an alpha texture over the top of a farmer's field. Should things b swapped round/added/removed?

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Edited by Jim69, 08 August 2003 - 02:45 PM.


#19 Vaaish

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Posted 08 August 2003 - 03:24 PM

Who did the model 4 the Skyranger? Is it finished? It looks finished in Art Asset list, is there a .3ds file w/ textures 4 it?

Edit: This is the plan I'm gonna work from in 3D. It is VERY crude, ignore the bad colour clashes and top down view, it is mearly a plan of how everything is gonna fit on screen, all in boxes 2 show position. The crop circle is gonna b a pretty complex pattern I found on the net in the form of an alpha texture over the top of a farmer's field. Should things b swapped round/added/removed?

Jim from what you have there it is shounding like it's going to be too busy. Remeber to prioitize the hierarchy you want the viewers eye to follow. Decide on that first then design it around that.

eg. you want the viewer to see the title first, the menu options second, and the background graphic 3rd. Try for subtle methods or drawing the eye around the piece, implied lines, color variation, transparency, size, location etc.

#20 Aosar

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Posted 08 August 2003 - 03:34 PM

Hmm, one way of draving attention to the menu would be to have it slide in slightly like the windows start menu does. But perhaps from the side, or even top..? But would that feel too cheesy and cheap? :huh?:
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#21 j'ordos

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Posted 08 August 2003 - 03:37 PM

Starcraft uses sliding menu's and that didn't feel cheap. Warcraft III also uses a moving menu and doesn't look cheap either. Can't think of any other examples ATM.

Edited by j'ordos, 08 August 2003 - 03:37 PM.

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#22 Guest_Jim69_*

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Posted 08 August 2003 - 04:04 PM

Who did the model 4 the Skyranger? Is it finished? It looks finished in Art Asset list, is there a .3ds file w/ textures 4 it?

Edit: This is the plan I'm gonna work from in 3D. It is VERY crude, ignore the bad colour clashes and top down view, it is mearly a plan of how everything is gonna fit on screen, all in boxes 2 show position. The crop circle is gonna b a pretty complex pattern I found on the net in the form of an alpha texture over the top of a farmer's field. Should things b swapped round/added/removed?

Jim from what you have there it is shounding like it's going to be too busy. Remeber to prioitize the hierarchy you want the viewers eye to follow. Decide on that first then design it around that.

eg. you want the viewer to see the title first, the menu options second, and the background graphic 3rd. Try for subtle methods or drawing the eye around the piece, implied lines, color variation, transparency, size, location etc.

Actually I did consider that. I wanted the eye 2 go straight 2 the crop circle, and have the title very close 2 that without disrupting it so it naturally follows on to that. I also tried 2 keep the menu fairly close 2 this so it is tracked by ur eye closely. I noticed a few games using a simular system ( I'll try and find an exaple if u want ). The Skyranger is planned 2 be quite small. like something u notice after a couple of seconds and think "Hey, whats that, it looks cool".

WIII has a lot of things on the screen and it doesn't seem 2 b that busy, the title almost seems like the Sky News title on TV, in the corner where u don't really notice it.

The things that caught my eye was the shield in WIII, and it was prob the most intricate thing on screen. Then after a couple of secs I noticed the Burning Legion green ball coming down. Then the dandylion seeds floating past.

I use this as an example coz I want a simular kinda thing. Like, the first thing u notice is the Circle, then u notice the destroyed shed, then u see the skyranger. And the Menu and Title are close 2 the middle so they would b noticed first. Should the crop circle be bigger and the shed and skyranger be smaller to get this effect, I don't really know to be honest.

Edit: I like the sliding menu idea, but remember that in Warcraft the btn graphics were simple yet looked fitted in very well with the game. If u draw that much attention 2 it I believe it has 2 be easy on the eye, and wel drawn. I'm not saying the btn's aren't well drawn, I am just sayin I don't know how it would look with them. Would need 2 b tested I spose, u never know till u try...

Edited by Jim69, 08 August 2003 - 04:06 PM.


#23 Vaaish

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Posted 08 August 2003 - 04:47 PM

Who did the model 4 the Skyranger? Is it finished? It looks finished in Art Asset list, is there a .3ds file w/ textures 4 it?

Edit: This is the plan I'm gonna work from in 3D. It is VERY crude, ignore the bad colour clashes and top down view, it is mearly a plan of how everything is gonna fit on screen, all in boxes 2 show position. The crop circle is gonna b a pretty complex pattern I found on the net in the form of an alpha texture over the top of a farmer's field. Should things b swapped round/added/removed?

Jim from what you have there it is shounding like it's going to be too busy. Remeber to prioitize the hierarchy you want the viewers eye to follow. Decide on that first then design it around that.

eg. you want the viewer to see the title first, the menu options second, and the background graphic 3rd. Try for subtle methods or drawing the eye around the piece, implied lines, color variation, transparency, size, location etc.

Actually I did consider that. I wanted the eye 2 go straight 2 the crop circle, and have the title very close 2 that without disrupting it so it naturally follows on to that. I also tried 2 keep the menu fairly close 2 this so it is tracked by ur eye closely. I noticed a few games using a simular system ( I'll try and find an exaple if u want ). The Skyranger is planned 2 be quite small. like something u notice after a couple of seconds and think "Hey, whats that, it looks cool".

WIII has a lot of things on the screen and it doesn't seem 2 b that busy, the title almost seems like the Sky News title on TV, in the corner where u don't really notice it.

The things that caught my eye was the shield in WIII, and it was prob the most intricate thing on screen. Then after a couple of secs I noticed the Burning Legion green ball coming down. Then the dandylion seeds floating past.

I use this as an example coz I want a simular kinda thing. Like, the first thing u notice is the Circle, then u notice the destroyed shed, then u see the skyranger. And the Menu and Title are close 2 the middle so they would b noticed first. Should the crop circle be bigger and the shed and skyranger be smaller to get this effect, I don't really know to be honest.

Edit: I like the sliding menu idea, but remember that in Warcraft the btn graphics were simple yet looked fitted in very well with the game. If u draw that much attention 2 it I believe it has 2 be easy on the eye, and wel drawn. I'm not saying the btn's aren't well drawn, I am just sayin I don't know how it would look with them. Would need 2 b tested I spose, u never know till u try...

well to make it more noticeable take this into account:

if an image of a human is looking toward some object we tend to look that way too, if the image is bigger, or if its is colored to contrast sharply with the background, or if there are lines pointing to it, etc. These are just a few of the things that can pull our eye to an image.

Personally I think you are going to run into alot of trouble with the hierarchy you are setting up. we generally don't want the inage in the background to be the most prominent feature since it will always be in tension with the text and other eleements.

a background image should tie a piece together. The best pieces are the ones you don't even notice the layout on.

#24 Guest_Jim69_*

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Posted 08 August 2003 - 06:58 PM

OK, I think I understand what u mean. I have tried 2 keep the bg lowkey but still sorta with the theme, and after a bit of thinking I got this. It's nowhere near finished, but some advice from some peeps 2 push me in the right direction would be welcome :) I think I need 2 make the crop circle more prominent, ne thoughts?

Edit: Would help with pic :P

Edit2: I also think the btns look out of place, I may redesign some 4 the opening screens to go more with the green theme.

Edit3: Removed pic

Edited by Jim69, 08 August 2003 - 08:02 PM.


#25 Vaaish

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Posted 08 August 2003 - 07:20 PM

OK, I think I understand what u mean. I have tried 2 keep the bg lowkey but still sorta with the theme, and after a bit of thinking I got this. It's nowhere near finished, but some advice from some peeps 2 push me in the right direction would be welcome :) I think I need 2 make the crop circle more prominent, ne thoughts?

Edit: Would help with pic :P

Edit2: I also think the btns look out of place, I may redesign some 4 the opening screens to go more with the green theme.

FOr heavens sake DO NOT put in big high contrast placeholders... they make it VERY difficult to see where your eye would have gone since they prettymuch follow every rule of making themselves the FIRST place your eye goes.

Ok beyond that, I think the reason the buttons don't look right in there is that the screen looks more like a splash loading screen than a menu screen.

Edited by Vaaish, 08 August 2003 - 07:25 PM.


#26 Guest_Jim69_*

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Posted 08 August 2003 - 07:33 PM

k, I'll repost it without the placeholder.

Edit: I dunno what u mean by it looks like a loading screen, possibly coz it's a bit sparten at the mo? That is why I put the placeholder there, and as a note 2 myself as 2 where 2 put the skyranger when I can get a copy of it ( if it is finished ).

Removed pic.

Edited by Jim69, 09 August 2003 - 08:14 AM.


#27 Vaaish

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Posted 08 August 2003 - 07:52 PM

mainly because you had the logo centered on a prerendered background similar to how many games have their startup splash screen. Having it off center helps some but there is a little too much space between the logo and the menu that kinda causes your eye to wander a bit as well as detaches the menu from rest of the image.


I'd suggest zooming into the background a bit more to help use that crop circle to tie the piece together. Also be careful that when you add in the skyranger it doesn't compete for attention with your hierarchy.


EDIT: Also I think the logo could be larger and the menu buttons smaller to help set a size hierarchy.

Good rule of thumb if ytou don't go overboard is that if are using contrasts to set up a hierarchy don't make one part to similar to another. don't be afraid to make the sizes ddifferent.

Edited by Vaaish, 08 August 2003 - 07:55 PM.


#28 Guest_Jim69_*

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Posted 08 August 2003 - 07:55 PM

Yeah, ok I'll give that a crack. I was gonna have the skyranger quite far in the background so it shouldn't attract too much attension.

Edit: Better? Bear in mind that there will b trees in the background as well, may make it look a little less like 2 flat textures straight from an editor :/

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Edited by Jim69, 08 August 2003 - 08:04 PM.


#29 red knight

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Posted 08 August 2003 - 09:40 PM

Just as another viewpoint, (not graphics related)... Xenocide is a human high tech secret organization that is fighting against the biggest threat, the barn with crop circles and the like do not give that dark secretive look. If you think about it it looks like based on a comic..

No disrespect to the idea, just my opinion.

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#30 Guest_Jim69_*

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Posted 09 August 2003 - 03:27 AM

Well, I can understand ur point, the fact that X-Com 1 b/g's and cut scenes were almost entirely comic related don't matter :D. I can c what u mean by not wanting to take it down that road, but myself I think it is entirely relevent that, something that is gonna b in the game, and the skyranger landing nearby to investigate. That is pretty much the troops job innit? I'm not trying to dis ur point, I just don't c the cartoon look myself. Probably just me tho :)

However, if the peeps don't like the idea I'll go back 2 the drawing board. I'll spend a little time maybe looking at the R6 series, as what other organisation has that much in comman with X-Corps?

Edit:

Is this the kind of style u mean? Obviously it wouldn't b the same, but is it more the sort of layout that would look better?

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Edited by Jim69, 09 August 2003 - 07:25 AM.


#31 Vaaish

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Posted 09 August 2003 - 08:09 AM

Not particularly, in that the eye tends to go straight to the crosshair on hte left. the guy there looking the the right does help your eye move to the right a little but it still takes a bit of effort to move over to the menu since it is almost the same size as the logo.

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Posted 09 August 2003 - 08:14 AM

So, this is a bad example of a background? OK, I'll keep scouring my game collection and try and find another that I like and is still relevent.

I did a revision of my old 1, I dunno if ne1 thinks I should keep working on it or start from scratch. Baically I added the sky to help tie in the buttons and get a dark kinda mood in the picture. I figure this should be, erm I dunno if this is the word I am thinking of, but a depressive background. Afterall the theme of the game is saving human life and I don't think well light backgrounds would achieve. I was thinking of breaking the line between sky and ground with a tree line.

Edit: I am also gonna move the burn mark so that it doesn't interfere with the buttons, I'll do that in a mo.

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Edited by Jim69, 09 August 2003 - 08:16 AM.


#33 Vaaish

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Posted 09 August 2003 - 09:36 AM

So, this is a bad example of a background? OK, I'll keep scouring my game collection and try and find another that I like and is still relevent.

I did a revision of my old 1, I dunno if ne1 thinks I should keep working on it or start from scratch. Baically I added the sky to help tie in the buttons and get a dark kinda mood in the picture. I figure this should be, erm I dunno if this is the word I am thinking of, but a depressive background. Afterall the theme of the game is saving human life and I don't think well light backgrounds would achieve. I was thinking of breaking the line between sky and ground with a tree line.

Edit: I am also gonna move the burn mark so that it doesn't interfere with the buttons, I'll do that in a mo.

I actually men for you to zoom in on the burn mark more not pull back from it... that will give some more lines to draw the eye to the menu

#34 Vaaish

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Posted 09 August 2003 - 09:39 AM

offf the top of my head one that does a fairly good job with hierarch is the Galactic Civilizations main menu.

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Posted 09 August 2003 - 10:09 AM

OK, I'm gonna check that out. I did a little revision a bit earlier, but I don't like the look of the trees so I'm gonna try and find a better image 2 use. Other than that it is the layout I was thinking of.

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#36 j'ordos

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Posted 09 August 2003 - 10:13 AM

I know this isn't accurate, but what if we use the xcorps logo for that crop circle? ^_^
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#37 Guest_Jim69_*

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Posted 09 August 2003 - 10:27 AM

hehe, the aliens stole the logo and put it there 2 freak em out :LOL:

Ignore the last pic the crop circle was a little off, here's the changed 1


Edit: I d/led a demo of that game, and now I know what u mean. I think I could incorperate it into my current version, but everything would be a bit centralised. I'll c how it works.

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Edited by Jim69, 09 August 2003 - 10:31 AM.


#38 j'ordos

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Posted 09 August 2003 - 10:31 AM

Another thing, not about the background but about the menu: what if we let the player choose an account first and only [/U]then[/U] you get to this menu. That way we can dump one of the menu options here (as I think 'account selection' does not match with the names of the other options... of course, maybe that's only me :unsure: )
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#39 Guest_Jim69_*

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Posted 09 August 2003 - 10:34 AM

It would literally take 2 seconds 2 fix that, I could just change it to "Account" if u think it would look alright. For instance I haven't even added Multiplayer yet coz I spaced. If I can get the background sorted and good so I, and everyone else, is happy with it I can worry about the btn's after. I will add a bar for multiplayer after dinner tho.

#40 Aosar

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Posted 09 August 2003 - 10:35 AM

Yeah, but keep the "account selection" bar, just change the text to "change account" and it's good...
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#41 Vaaish

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Posted 09 August 2003 - 10:59 AM

Before we worry about WHAT menu options we put on lets just get a good solid design. It's pretty easy to change text but it's tough to change design.

#42 Guest_Jim69_*

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Posted 09 August 2003 - 11:35 AM

Yeah, that's what I was tryin 2 say. It's all saved in layers, don't worry about ne thing the menu says being set in stone it is just there 2 get a feel of what it will look like.

Ne thoughts on the design? I'm far from happy with it but it usually helps me 2 get others opinions and suggestions. I'm not even sure about this design yet so if peeps could keep the comments on the design then the rest can be worked out l8r. I'll edit this post with an update in a little while.

#43 j'ordos

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Posted 09 August 2003 - 12:48 PM

Well, to be honest I'm not very fond of the layout as it is now. The menu, which should be the most important item of this screen, looks like it's been added at the last moment without much thought about it, somewhat forlorn in a corner. :huh:
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#44 Guest_Jim69_*

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Posted 09 August 2003 - 12:51 PM

I have actually looked at that, I'm gonna change a few more things and repost it. I have changed it 2 use the same layout of the btns in the X-Net, including a slightly modified version. I'll edit this post with the pic after I have a fag and made my changes and u can c if it is better.

Edit: I now think the btn's look more out of place, like out of a different scene. So, I have a plan. Tell me if it sounds a little too cliche, but I was thinking of making the whole scene like a digi photo taken by an X-Corps operative. It will look as tho intelligence have marked the crop circle for the X-Net, with a frame simular to what is going around the menu bar at current. I am thinking of a couple more things, I guess I will have 2 try them. 4 now I am gonna finish the BB court and await ne1's opinion who can be arsed to still be reading this :P :LOL:

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Edited by Jim69, 09 August 2003 - 01:26 PM.


#45 j'ordos

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Posted 09 August 2003 - 01:26 PM

That last one does give a more structured feeling. That menu box at least doesn't seem like it's coming from nowhere anymore. I like it better already ^_^
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#46 Guest_Jim69_*

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Posted 09 August 2003 - 01:27 PM

Whoa, u posted b4 I had even added my edit :) Read it above if u want, it is where I am thinking of taking it next.

#47 j'ordos

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Posted 09 August 2003 - 01:32 PM

:Blush: Sorry

You can try at least. Maybe don't put the Skyranger on the ground, but place a shadow of it on the field, like the pic was taken from within the Skyranger moments before the craft actually touches down. Oh and perhaps make that box behind the menu a bit transparant, so you can see the background through it a little.
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#48 Guest_Jim69_*

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Posted 09 August 2003 - 01:37 PM

:LOL:
I decided not to include the skyranger at all actually, but the shadow could work. I'll try not 2 make it 2 much overkill, dunno how it's gonna look but it's worth a try.

I will definatly try the transparency of the greenlines, I wasn't completly happy withit myself but I really need 2 finish the BB court b4 I move on too far.

#49 Vaaish

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Posted 09 August 2003 - 02:34 PM

I think the crop circle could be even larger and fill up more of the screen. If you go the intel photo route do it somewhat grainy and in BW.

#50 Guest_Jim69_*

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Posted 09 August 2003 - 03:44 PM

I took ur suggestions, I tried the B/W but it looked a bit boring, so I tried this. NE suggestions?

Edit: Removed pic

Edited by Jim69, 09 August 2003 - 07:25 PM.