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06-07-11, 05:29 PM   #1021
tenub
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Originally Posted by Sauerkraut View Post
So you feel the health text is too big? or all the text. I like to be able to glance quickly and see what is going on, thus the big easy to read fonts.
That font is anything but easy to read. You might try replacing it with Eurostile:

 
06-08-11, 08:12 AM   #1022
SRCarebear
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Looking for some feedback on my latest. I still need to sort out the boss frame and the positioning of a few elements.
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06-08-11, 08:26 AM   #1023
haylie
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I just think your unit frames could use a bit more contrast between depleted and remaining health.
 
06-08-11, 09:37 AM   #1024
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What haylie said + portraits on a long, thin bar don't look right, imho.
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06-09-11, 12:26 AM   #1025
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Originally Posted by haylie View Post
I just think your unit frames could use a bit more contrast between depleted and remaining health.
This a thousand times.
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06-09-11, 01:51 AM   #1026
Lily.Petal
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Originally Posted by SRCarebear View Post
Looking for some feedback on my latest. I still need to sort out the boss frame and the positioning of a few elements.
Hm, I like it and as the others have said: Portraits look a tiny bit odd, and you need more of a contrast in your health.

What I am more curious about is: How did you get your actual game graphics to look like that?

Would also LOVE to know how you got a border around your bars in your tooltip!
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06-09-11, 08:20 AM   #1027
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Possible future pixel font of FreeUI:



Thoughts?
 
06-09-11, 08:30 AM   #1028
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The font is very readable, nice one.

Even though you didn't ask for it ... the cast icon looks odd. Kinda thrown in there. Possibly just to big.
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06-09-11, 11:20 AM   #1029
SRCarebear
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Originally Posted by Lily.Petal View Post
Hm, I like it and as the others have said: Portraits look a tiny bit odd, and you need more of a contrast in your health.

What I am more curious about is: How did you get your actual game graphics to look like that?

Would also LOVE to know how you got a border around your bars in your tooltip!
I like the portraits in this, gives something more to the health bar instead of a plain texture. It looks better with all the movement.

I don't know what you mean by the game graphics, I haven't changed anything. It's just wow on ultra.

As for the border on the tooltip, the code to do that is.

Code:
bg:SetPoint("TOPLEFT", GameTooltipStatusBar, -1, 1)
bg:SetPoint("BOTTOMRIGHT", GameTooltipStatusBar, 1, -1)
Just set the background texture insets so that it sticks out 1 pixel.
 
06-09-11, 12:37 PM   #1030
Lily.Petal
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Originally Posted by SRCarebear View Post
I like the portraits in this, gives something more to the health bar instead of a plain texture. It looks better with all the movement.

I don't know what you mean by the game graphics, I haven't changed anything. It's just wow on ultra.

As for the border on the tooltip, the code to do that is.

Code:
bg:SetPoint("TOPLEFT", GameTooltipStatusBar, -1, 1)
bg:SetPoint("BOTTOMRIGHT", GameTooltipStatusBar, 1, -1)
Just set the background texture insets so that it sticks out 1 pixel.
Hm my computer isn't good enough for all the 'cool' graphics then :<
And yes, I agree with the portrait looking better when moving though, sometimes it's just hit and miss.

Hm, can I ask you how you did the borders on all your bars/buffs as well? Was it panels or a custom ButtonFacade skin? I did all those borders in Panels once before, but would be easier to use just a button skin :P

EDIT: Something I've been working on a lil with my iMac's UI.
EDIT2: I can't seem to get the strings working with tiptac, trying to find the place to put them and the right bar... hmm
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06-09-11, 12:47 PM   #1031
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Originally Posted by SRCarebear View Post
Looking for some feedback on my latest. I still need to sort out the boss frame and the positioning of a few elements.
Looks great. I like the new UF text position & detached power. The boss timers might look good like that too (thin bars w/text above).

I do like the portraits...fill/loss distinction is a tad slight. A fill on loss thing might be cool...where the portrait would not visible at all in the depleted portion.

Looks hot as usual tho ...

PS: a cd spiral reduction might be in order (assuming it's not a creative preference ).
 
06-09-11, 04:06 PM   #1032
tenub
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Originally Posted by Haleth View Post
Possible future pixel font of FreeUI:Thoughts?
Holy ****, a pixel font that is legible! They've finally done it!
 
06-09-11, 08:21 PM   #1033
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Originally Posted by Haleth View Post
Possible future pixel font of FreeUI:



Thoughts?
I like that pixel font, very much, like Supernat, only bigger and clearer, lol. What is it, may I ask?
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06-10-11, 02:10 AM   #1034
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Am I the only one who doesn't like the font?
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06-10-11, 03:27 AM   #1035
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Originally Posted by Led ++ View Post
Am I the only one who doesn't like the font?
No, I'm there with you as well. Seems very plain, if my opinion matters :<
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06-10-11, 03:46 AM   #1036
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I'm not sure about it, it was just an experiment. I still prefer Hooge 0655 and similar fonts, but the main reason I want to switch is because those fonts only have a 1-pixel difference between '6' and '8'. I've often found myself mis-reading things because of that.
 
06-10-11, 04:02 AM   #1037
haylie
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I like the font, but I also liked the older one. They are different and each brings something else to the UI.
 
06-10-11, 04:03 AM   #1038
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Originally Posted by Haleth View Post
Possible future pixel font of FreeUI:



Thoughts?
The only things i don't like is the pixel fonts, cause its my taste and the castbar, i don't like it the way it is, because you don't see the bar or the cast time and the icons are very big.

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06-11-11, 12:11 AM   #1039
p3lim
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Originally Posted by SRCarebear View Post
Looking for some feedback on my latest. I still need to sort out the boss frame and the positioning of a few elements.
I too agree with Lily and Led, the colors could be a bit more distinct.
The portraits make the unitframes shine a little, I aswell tried out that a few years ago (though due to overlapping issues I ditched the idea).

I am curious what shadow texture you used on your unitframes/buttons though
 
06-11-11, 12:32 AM   #1040
Lily.Petal
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Originally Posted by p3lim View Post
I too agree with Lily and Led, the colors could be a bit more distinct.
The portraits make the unitframes shine a little, I aswell tried out that a few years ago (though due to overlapping issues I ditched the idea).

I am curious what shadow texture you used on your unitframes/buttons though
BF: PixelShadow ;D Made that last night because I wanted a shadow pixel buttons ^^v

As for the unitframes, there is a border in Ferous Media, and many others have a copy of a glow border in their own media packs (including my own).

edit:
The one I think he is using is rActionButtonStyler with rABS: Dae
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