[FfH II Art Team Blog]

I kinda like the floating button idea. Now, can the Armageddon counter (the cool seZ-style one) come back soon?

BTW, i can't help but notice a new fort graphic, barbarian myconids, and an asian-style cityset for the lanun?
 
I'm curious to see the city screen which goes with it. I love the button backgrounds though (advisor buttons)


For the action/promotion buttons you could possibly place a chain-link line going across the screen in the middle of the button row, then modify the standard button border to have chains rimming it. Might be a bit tricky to pull of such that it looks good though, especially since quite a few action buttons are transparent in the middle.
 
The new HUD looks really great. A little minimalistic, but I like that.

By the way: Why was the Amurite Wizard changed back to the old model with patch d?
 
can you get the floating buttons to move to the bottom row until there is a second row to put under them?
 
can you get the floating buttons to move to the bottom row until there is a second row to put under them?

that would be a cool idea, but I solved it differently, unfortunately it takes away a lot of the "free view" feeling, but i think it is still fine and a bit easier to recognize your buttons now...



I will have a look at the armaggeddon counter and the city screen as soon as I have had some more help from xienwolf.

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I have nothing to do with the wizards backchange
 
Very nice seZ, with that minimalistic HUD, it should be fairly simple now to add custom interfaces for religion, civilization etc. Nothing much to change other than border colors.
 
that would be a cool idea, but I solved it differently, unfortunately it takes away a lot of the "free view" feeling, but i think it is still fine and a bit easier to recognize your buttons now...



I will have a look at the armaggeddon counter and the city screen as soon as I have had some more help from xienwolf.

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I have nothing to do with the wizards backchange

I like the bottom but the upper buttons should have a background. Very nice overall. When can I put my hands on it? :)
 
Ok, newest version of HUD and Interface...
the City screen is still missing, so you will have to be patient until it is actually fully functionable and ready for release.

I have made some progress with the Interface... to be specific: the Progress bar ;) (and you can see the newest version of the HUD)

(also some tweaked terrain, but that is probably not noticeable, is it?)
 
I like this interface change very much.
However the "spikey" button "end turn" with armageddon counter in it from FF modmod is very cool too. It saves place from AC for something else and is looking just awesome. Would you mind to make a release with AC on "end turn" button?
 
It also serves the purpose of showing the real AC in the mouseover, so people can see that the AC effecting events are actually working as they should.
 
I like this interface change very much.
However the "spikey" button "end turn" with armageddon counter in it from FF modmod is very cool too. It saves place from AC for something else and is looking just awesome. Would you mind to make a release with AC on "end turn" button?

The spikey one was the origional Armageddon counter that came out with FFH2.2 (Fire). It used to be in the upper left hand corner, on the end of the research progress bar, but would occasionally overlap a tech button, so it was removed.

I've got to say, this new HUD looks amazing
 
Continuing to work on the "choose your" slides. This one is supposed to give someone who has never played FfH a feel for the fact that they can choose between different mana types for different spells (and it has to look fun).

Choose your Mana:

Mana.jpg
 
Who's Trent and why would you want to summon him? :mischief:

Anyway, typo, should be Treant.

Also, isn't this somewhat misleading, seeing as how both the Fire and Nature spells shown are actually Priest spells instead of Mage spells, and independent of mana?

edit, after Kael's post below:
I think we cross-posted between my first edit and your post, but okay, works for me. Still should probably fix the typo though ;)
Anyways, looks good. Another possibility might be to increase the number of mages you've got casting Maelstrom, so that it looks more impressive.
 
Who's Trent and why would you want to summon him? :mischief:

Anyway, typo, should be Treant.

Also, isn't this somewhat misleading, seeing as how both the Fire and Nature spells shown are actually Priest spells instead of Mage spells, and independent of mana?

Summon Treant is actually a priest spell too. But I wasn't to concerned with factual accuracy as much as getting a feel for what it would do (this is marketing collateral, not documentation).
 
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