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Tubacabra
Awful jpg file?
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We have about 3 GFX Professionals in the PMBR. Orca(DanX), SHeLL, and someone else who I have forgotten their name. All in all, we do have GFX designers.No offense to who made it but I was really disappointed to see it packaged in with the demo and hear that it will probably be packaged with the finished product, too.
It just looks bad. The resolution is pretty low, the colors don't fit, etc. If you guys want to update the menus to give the game it's own feel, I am totally down with that, just get a graphic design professional to do it. There has to be someone in this community with a strong artistic talent that can create a beautiful interface for Project M. The worst thing you guys can do is let coders design your UI. When that happens we tend to end up with something like this:
http://www.codinghorror.com/blog/2006/11/this-is-what-happens-when-you-let-developers-create-ui.html
This is obviously a strong exaggeration, but when developers design UIs we tend to end up with interfaces and menus that could have looked a lot better, because they don't have training or talent for art or design. This isn't a slam on developers, it's just a practical reality: how many of you guys have rejected prettier software and continue to use older versions or outdated programs because they don't conform to your workflow or you don't care what they look like? Your average codemonkey or power user has like 600 firefox windows open at the same time and wants a different tab for each of them on the windows start bar. You use unskinned pidgin because it works and takes less system resources. Your desktop background may or may not be a playboy or underwear model. In short, you care less.
The other end is different. He or she probably has a desktop that looks like some art project on deviantart, has 7 icons he is planning to move somewhere else so he can see his desktop background, or uses a Mac.
Your UI should really try to please both the guy on the extreme end (for good press) and the guy in between, who wants the functionality and the beauty. The current Brawl interface does a really nice job at doing this, although there are a lot of organizational problems with it and I won't deny that. The melee interface is lightning fast and does everything you need it to, but is old now and suffers from low-res images, bad color distribution, and is occasionally a little confusing. It's more difficult to see that now because for most of you, the melee interface is familiar and you can probably navigate the thing without looking.
Full disclosure I'm kind of a UI nerd and I've read dozens of articles and blogs on GUIs and such, so I have a lot of opinions on them.
Agreed, please upload your blue tabuu FD thing. I'd make sure to show it off on stream for you as well.Ecks, can you upload your FD please?
Yay! Good to finally see more youtube videos up with the new fixes.imma get some more matches up soon
And thus you've run into the problem. It's not hard to conceptualize a good looking menu. Nor is it very hard to make mockups of one. Getting the thing in game and working properly? That is hard. As far as I know, nobody has had full control of the palette colors for many of the things needed to get a proper full menu done in to the extent that we wanted, nor has anybody shown any true ability to edit buttons as far as we would like.MonkUnit, if you want I can give it a conceptual try. I don't know the dimensions or specifications for each screen element though. How much control do you have over each button/element? I know you were trying to completely recreate the Melee menus but ran into some technical problems.
In addition, the brawl background is an animation and I have no expertise in that field.
Man this looks awesome. I'll give it a try soon.is this the FD you where talking about because I think it looks pretty cool but thats just me.
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=18161
But Brawl's default menu style is sooo boring :CWell, I acknowledge that, which is why I suggested leaving the Brawl menu as-is. If you can't do it right, don't fix what isn't broken. :|
Shadic is correct. It isn't easy modifying the menus; some barely have any ways to handle them without hex editing, and that feels pretty complicated. In order to make a stylish CSS menu, I had to directly import the background from the menu in to the CSS menu, and even then there were some palettes I couldn't edit. Let alone editing actual buttons.And thus you've run into the problem. It's not hard to conceptualize a good looking menu. Nor is it very hard to make mockups of one. Getting the thing in game and working properly? That is hard. As far as I know, nobody has had full control of the palette colors for many of the things needed to get a proper full menu done in to the extent that we wanted, nor has anybody shown any true ability to edit buttons as far as we would like.
There's literally tens of thousands of palette color entries that haven't been documented, many of which had to simply be ignored for the menu used in the demo because I had about a week to push out a design with 99% of the assets made single-handedly at the same time. The current menu has well over 200 pictures edited in the game file.
tldr; It's very easy to look it criticize, but very hard to "put your money where your mouth is."
Brawl = Wii game.wouldn't it be 2x smaller?
i'm confused.
I think such gimmicks like the swallowcide should be kept alone. It would be too potent an ability if made consistently usable. Kirby was really horrible in melee: piss poor combos, only character without chain grab at all, laughable grabs, poor mobility, overall heavily limited options to deal actually get in and deal damage and many other things. As someone who has used kirby from 64 to brawl (well In melee not too much) I firmly believe the swallowcide should just be left alone.when I think of Kirby, I think of his inhale move. That's pretty much it, and is the most interesting aspect of his character =/. Remember that silly kirbycide inhale trick that everyone did when we sucked at this game? What if that was changed to be consistently usable? maybe the kirby player could decide when to dump out the opponent himself or something.
Or maybe kirby could gain some sort of larger advantage upon stealing an oppenent's power than he does now. It would be cool if he revolved around getting a successful inhale to get the edge in a match-up, because his inhale separates him from the rest of the cast in my opinion.
Would like to see it if you can get it in-game.Also I'm going to give designing a menu a try. I'm going to go for the best of the menus of all 3 games, brawl, melee, and 64.
Out of forward and back throw in melee. They weren't spectacularly amazing when they actually did hit anyways. They had the ability to suicide both you and your opponent but it was pretty impractical and I certainly didn't miss it in brawl.Couldn't you also break out of Kirby's grab during his throw animations?