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07-27-11, 03:06 PM   #1181
Nefu
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Originally Posted by Archer50 View Post
I would make your player/target frames smaller, the health part of it is pretty high, you could also stand to shave off a little bit on the width side too. Other than that it looks pretty good
Ok anything else?
 
07-28-11, 04:43 AM   #1182
Nefu
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Post Nefus UI

So i did some changes and this is how it looks.
I need your opinion to improve it!
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07-29-11, 02:56 AM   #1183
Nerielle
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Originally Posted by Aprikot View Post
I'm really liking the UF positions in FreeUI which I just started playing with (great UI btw!)...
I agree, and totally digging what you have done with the rest of the UI.
 
07-29-11, 04:11 AM   #1184
Haleth
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Originally Posted by Aprikot View Post
This has been my experience too. I think I've tried every x/y on the screen at one time or another for unit frames. For some reason I like the right side of my screen open... something psychological maybe as I tend to "pull" on the game world there with my cursor (while maneuvering).

I'm really liking the UF positions in FreeUI which I just started playing with (great UI btw!)...

I'm also messing with a left side vertical UF layout which I'm liking the feel of so far (pardon the messy wipness):

...
This is very innovative, I like what you're doing. Keep us updated.
 
07-29-11, 08:22 AM   #1185
lordlucless
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Here's my current WIP UI. The three frames below show Idle, Targetting, and In Combat. The "In Combat" frame shows Stuf's config mode on to emulate a party.

 
07-29-11, 08:39 AM   #1186
Mischback
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That is really nice and I can't remember seeing something similar...

How long did it last to get used to it? Have you really keybound all your abilities?

Would you mind telling me, what addon draws the yellow circle-thing in your minimap? I guess it's some sort of range-indicator?
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07-29-11, 09:25 AM   #1187
Haleth
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That looks fairly unique. It also looks like something that could be used on a tablet (when they become more powerful) because it's so small and compressed.
 
07-29-11, 02:16 PM   #1188
Zagrei
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Here is what I've been running with recently, for pretty much every role. ONly difference is the grid placement, and the class specific items like DK Runes or an Eclipse Bar. Not groundbreaking or crazy, but I like it What do y'all think?
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07-29-11, 02:31 PM   #1189
Kendian
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Originally Posted by Zagrei View Post
Here is what I've been running with recently, for pretty much every role. ONly difference is the grid placement, and the class specific items like DK Runes or an Eclipse Bar. Not groundbreaking or crazy, but I like it What do y'all think?
I like it.
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07-29-11, 03:42 PM   #1190
sakurakira
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Originally Posted by lordlucless View Post
Here's my current WIP UI. The three frames below show Idle, Targetting, and In Combat. The "In Combat" frame shows Stuf's config mode on to emulate a party.

<IMG SNIP>
That's certainly interesting. Reminds me of a console-type UI. Have you experimented with different bar textures?
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07-29-11, 05:40 PM   #1191
lordlucless
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First, thanks for all the positives. Good to hear

@Misch: I've changed my movement from WASD to ASDX, freeing up 1-6 and Q-Y for keybinds. With three modifiers, that gives me 48 keybinds within relatively easy reach of my movement keys. My actionbars popup in combat on this character at the moment, because I'm still in the process of memorizing the keybinds.

I can't say how long I got used to it, because my UI's been in a constant state of flux for about three years, and I adjust to each modification as it's been made. I'm still adjusting to using the ForteX CoolDown bar instead of watching actionbars, for instance.

Yup, the yellow circle is a range indicator, and it's a part of Chinchilla, the minimap addon. I also have another addon (unpublished; its just a fragment of code contributed by some guy on the forums) that auto-zooms the minimap out when I mount (the better for finding your gathering nodes, my dear), and back in to combat-range when I dismount.

@Haleth: Not sure whether "unique" is praise or criticism, so I'll just take it as praise. Thanks

It is pretty centralised, just because I don't like spread-out addons - I find I miss stuff that happens on the periphery, or ones that add a lot of clutter over where the action is. This one is very focussed on the middle-bottom area of the screen.

I guess it could be used on systems with limited horizontal space, but frankly, I dread the day when I join a PuG and find that three of the five are using touchscreens. I should note that my screen is actually a normal width, I just trimmed the screenshot to get rid of space with no UI elements in it.

@Sakurakira: I'm pretty much exclusively a PC-gamer, so I'll have to trust you on the console thing. I experimented briefly with bar textures, but stopped as soon as I found one that looked ok. I haven't gone nuts with downloading every pack out there, but recommendations are welcome if you think there's some that'd look good

One thing i noticed that doesn't show well in the screenshots is the bar below the ForteX Cooldown Bar. It's BasicThreatBar - it shows a bar indicating how close you are to pulling aggro from the targetted mob. If you already have aggro, it shows how close others are to pulling from you. Doesn't work on the training dummies.

Last edited by lordlucless : 07-29-11 at 06:00 PM.
 
07-30-11, 04:45 AM   #1192
Haleth
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My bad. To clarify, it is praise. I do like it a lot.
 
07-31-11, 06:48 AM   #1193
Talyrius
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Originally Posted by Haleth View Post
I've also noticed that no matter where you place your unit frames, it makes no difference in how long to look from your UI to the game world and back. Even when your frames are exactly in the middle, you won't be able to see what's going on while looking at them. Your eyes need to re-focus regardless, though you do save on some eye movement which might reduce strain.
This may be true for you, but not necessarily for others. The visual acuity of one's peripheral vision can vary greatly from person to person. There are several other conditions that can factor into this as well (screen size, viewing distance, etc.).

In my play, my eyes never have to leave the action to check the status of my character or target.



This picture shows the acuity of foveal vision in reading (during one eye stop). The lower line of text simulates the acuity of vision with the relative acuity percentages. To do a test close one eye, fixate the upper line at the fixation point and try to read the words to the right and left without moving your eyes. The result should be similar to the incrementally blurred lower line of text - except that you never have the impression of a blurred text. The reason: Your visual perception is already the result of a massive computational analysis made by your brain. Your system "knows" that the upper line is not blurred, so you don't see it as blurred. But the difficulty of recognition increases with the distance from the fixation point.
 
07-31-11, 10:42 AM   #1194
Aprikot
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Originally Posted by Haleth View Post
I've also noticed that no matter where you place your unit frames, it makes no difference in how long to look from your UI to the game world and back. Even when your frames are exactly in the middle, you won't be able to see what's going on while looking at them. Your eyes need to re-focus regardless, though you do save on some eye movement which might reduce strain.
Originally Posted by ForeverTheGM View Post
This may be true for you, but not necessarily for others. The visual acuity of one's peripheral vision can vary greatly from person to person. There are several other conditions that can factor into this as well (screen size, viewing distance, etc.).

In my play, my eyes never have to leave the action to check the status of my character or target.

I take Haleth's point to mean that focus adjustments along a z-axis from UI to game world and back (even at a fixed xy point) are unavoidable, whereas eye movement can be minimized through x/y positioning (to your point).
 
07-31-11, 11:19 AM   #1195
Haleth
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Originally Posted by Aprikot View Post
I take Haleth's point to mean that focus adjustments along a z-axis from UI to game world and back (even at a fixed xy point) are unavoidable, whereas eye movement can be minimized through x/y positioning (to your point).
This is true, perhaps my wording was a little unclear. What ForeverTheGM posted was a nice test though.

Anyhow, we should stay on topic. Best to make a new topic about this if anyone has anything to add on that subject.
 
07-31-11, 06:03 PM   #1196
Aprikot
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Fun with textures...not sure what looks best (leaning toward #1).

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07-31-11, 07:18 PM   #1197
iradex
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Originally Posted by Aprikot View Post
Fun with textures...not sure what looks best (leaning toward #1).

Attachment 6403 Attachment 6404 Attachment 6405
Its OuF? How you set that alpha effect on the health and mana bars???


EDIT: Btw, i vote 1

Last edited by iradex : 07-31-11 at 08:56 PM.
 
07-31-11, 08:38 PM   #1198
Nerielle
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Originally Posted by Aprikot View Post
Fun with textures...not sure what looks best (leaning toward #1).

Attachment 6403 Attachment 6404 Attachment 6405
I like 1 or 2.
 
07-31-11, 09:13 PM   #1199
Epiphany17
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Originally Posted by Aprikot View Post
Fun with textures...not sure what looks best (leaning toward #1).

Attachment 6403 Attachment 6404 Attachment 6405
I really like 1. 2 is great as well, just the texture doesn't look very good with the Rogue class color :S
 
07-31-11, 09:18 PM   #1200
Aprikot
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Originally Posted by Nerielle View Post
I like 1 or 2.
Originally Posted by iradex View Post
Its OuF? How you set that alpha effect on the health and mana bars???


EDIT: Btw, i vote 1

Thanks for the feedback. I'm favoring #1 as well with some slight alpha changes after testing on light & dark world backgrounds.

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Yep, it's FreeUI's oUF layout. The alpha effect is from the texture layers. The backdrop is Blizzard's ChatFrameBackground at 0, 0, 0, .6 (r, g, b, a), and the overlay texture is pHishTex19 at 1, 1, 1, .15.

I'm using the layout's heal mode with health deficit fill at 1, 1, 1, .02.

Edit: Thanks Epiphany. Yah, looks like peeled banana

Originally Posted by Epiphany17 View Post
I really like 1. 2 is great as well, just the texture doesn't look very good with the Rogue class color :S

Last edited by Aprikot : 07-31-11 at 09:22 PM.
 

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