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If you  have any feedback/questions/concerns, feel free to voice your opinion. I'd appreciate it.

Note: Those big black boxes cover nsfw stuff so I don't get in trouble with patreon.

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Vasadariu

I like it. the darker colors are easier on the eyes and having more information on the screen is always nice

TheKanuck

Nice job! Cant wait!

Vysirez

looks pretty good

Wild Bill

Maybe I'm missing something but that look pretty much the same as the UI we already have...

Wild Bill

I see. I kind of figured that 'new UI' would mean more than just a few tweaks so it was surprising.

Austinhaney6969

Just wanted to make sure I didn't miss anything glaringly obvious to others, but invisible to myself. Like with the old option button, or the transparent background, or all sorts of stuff. I'm not the best at making U.I's if I'm being completely honest, so any feedback helps.

Anonymous

I’m liking the look.

Anonymous

Maybe I'm too late, but because many people here complain about bad U.I. but don't point out any problems, I'll do it myself. (I'm not a game designer, so my ideas may be bad, if you want to learn more, you'll find tutorials on U.I. on YT). First of all, the buttons move when the option appears for the first time, and the player knows it should not disappear instead, when it is not available, it should turn gray and be blocked, "remembering" the position of the buttons is quite intuitive and moving them is a bad idea. Secondly, as you describe buttons and categories, well, you don't do that at all, what is a shopping center, clinic and hair salon? Why does everything have the same color? use colors to separate categories, you do not need to have all the buttons and information in tables such as exel, and creating a user interface on the left and right of the screen makes it very difficult to play on mobile phones, you can move one column to the top of the screen, move some options from the menu main table in a very narrow bar at the bottom (such as going to sleep, etc.) the player's avatar does not need the entire column on the left, it can be attached there without bg. (like a minimap in normal games). also not everything has to be visible at the beginning, use sliders and other solutions to hide some options in categories, so the screen is not always full of everything, which also helps, but that is why you need to facilitate access to the "return to main menu" option, it is often played it breaks down and you often have to use it. (I'm not native english speaker so sorry for any mistakes that I made here, I also really recomend you to watch some tutorials at YT because you are improving wrong things in U.I.)

Austinhaney6969

So, grey out unavailable options, color code rows/buttons, describe categories, make it a bit more mobile friendly, and hide stuff behind sliders and whatnot. I'll look into that eventually, thanks for the feedback (probably won't be next update, as I have my hands pretty full with all this extra writing/proofreading/coding in the overhaul), but I'll definitely look into it.

Merkarion

Looks nice. Will you combine the new Look together with the Classes in one release ?

Austinhaney6969

Yeah, but the classes will feel pretty small (take six classes + Riley +Sasha+John, so you have around 100+ scenes I have to get rolled out). Busy, busy.

Wild Bill

Do you know how to use @media queries in CSS to do responsive design of UI elements?