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Casting HUD Design Contest
posted in Projects
61
#61
10 Frags +

Got an in-game prototype working, class icons are still a little iffy as well as the font, subject to change. Also, anyone got a demo I could use for more extensive testing?

http://i.imgur.com/Vxvpcr0.jpg

Got an in-game prototype working, class icons are still a little iffy as well as the font, subject to change. Also, anyone got a demo I could use for more extensive testing?
[img]http://i.imgur.com/Vxvpcr0.jpg[/img]
62
#62
0 Frags +
flamehttp://imgur.com/JROgY5D.png

It's functional o_O, I just need to edit the animations for low/buff health

plz add it in your hud

[quote=flame][img]http://imgur.com/JROgY5D.png[/img]

It's functional o_O, I just need to edit the animations for low/buff health[/quote]
plz add it in your hud
63
#63
5 Frags +

I CANT TELL WHICH ONE I LIKE MOST

http://imgur.com/7xBmNs8.png

I CANT TELL WHICH ONE I LIKE MOST

[img]http://imgur.com/7xBmNs8.png[/img]
64
#64
1 Frags +

Yeah red and blue beats dark background. Very very nice with that last post.

Yeah red and blue beats dark background. Very very nice with that last post.
65
#65
13 Frags +

Ok i made it smaller.

I think this is the keeper that I'll add to my hud.

http://imgur.com/Z5xm48D.png

Ok i made it smaller.

I think this is the keeper that I'll add to my hud.

[img]http://imgur.com/Z5xm48D.png
[/img]
66
#66
1 Frags +
SmesiI might do the scoreboard later-
http://i.imgur.com/ZAL8VPa.png

i can feel this pulling my eyes away from the game instead of supplementing it. Its very bright, bold and opaque. Makes it hard to ignore. Thats probably not a good thing for viewers of a cast.

[quote=Smesi]I might do the scoreboard later-
[img]http://i.imgur.com/ZAL8VPa.png[/img][/quote]


i can feel this pulling my eyes away from the game instead of supplementing it. Its very bright, bold and opaque. Makes it hard to ignore. Thats probably not a good thing for viewers of a cast.
67
#67
2 Frags +
SmesiI might do the scoreboard later-
http://i.imgur.com/ZAL8VPa.png

its too big smesi

[quote=Smesi]I might do the scoreboard later-
[img]http://i.imgur.com/ZAL8VPa.png[/img][/quote]
its too big smesi
68
#68
whitelist.tf
6 Frags +

After some contact with Saxton Hale about his hud and how to get horizontal player health working and the Jarateking mockup with flame proving it being possible I started from scratch with a tournament and health panel to get the CSGO like horizontal health to work:

http://i.imgur.com/XMRR6Ev.jpg

It looks like shit because I haven't touched most of the animations yet with proper colors or any of the clientscheme responsible for fonts and tournament borders, but it works!

After some contact with Saxton Hale about his hud and how to get horizontal player health working and the Jarateking mockup with flame proving it being possible I started from scratch with a tournament and health panel to get the CSGO like horizontal health to work:

[img]http://i.imgur.com/XMRR6Ev.jpg[/img]

It looks like shit because I haven't touched most of the animations yet with proper colors or any of the clientscheme responsible for fonts and tournament borders, but it works!
69
#69
2 Frags +

We TF:GO now?

Could be very interesting, keep making it pretty.

We TF:GO now?

Could be very interesting, keep making it pretty.
70
#70
0 Frags +

http://puu.sh/nzYbC/3b1632959f.jpg

not sure about colors here, don't want to use default team colors but leaving it black is confusing

[img]http://puu.sh/nzYbC/3b1632959f.jpg[/img]

not sure about colors here, don't want to use default team colors but leaving it black is confusing
71
#71
11 Frags +

I have reached the promiseland

http://imgur.com/5StuM5R.png

I have reached the promiseland

[img]http://imgur.com/5StuM5R.png[/img]
72
#72
3 Frags +

flame your latest post looks like a world of warcraft raid and i fucking love it
can you do a mockup for a scoreboard that you like? also do you have server timelimit somewhere?

flame your latest post looks like a world of warcraft raid and i fucking love it
can you do a mockup for a scoreboard that you like? also do you have server timelimit somewhere?
73
#73
2 Frags +
flameI have reached the promiseland

http://imgur.com/5StuM5R.png

flame just farming up the votes with these teaser screenshots smh,

any chance of getting class icons rather than the portraits?

[quote=flame]I have reached the promiseland

[img]http://imgur.com/5StuM5R.png[/img][/quote]

flame just farming up the votes with these teaser screenshots smh,

any chance of getting class icons rather than the portraits?
74
#74
2 Frags +

For anyone wondering, the horizontal health is the bonus images, you have to change the HealthDeathWarning to 1 or 0.99 I think, then position the images to take up the full horizontal length of the playerbox. I've been meaning to make a hud with them like that for ages but haven't gotten around to it, it's pretty cool tbh.

For anyone wondering, the horizontal health is the bonus images, you have to change the HealthDeathWarning to 1 or 0.99 I think, then position the images to take up the full horizontal length of the playerbox. I've been meaning to make a hud with them like that for ages but haven't gotten around to it, it's pretty cool tbh.
75
#75
4 Frags +

@Slin I think the timer is missing because I did mp_restartround. Also give me some ideas for the scoreboard. I tried that stacked thing but it looked really bad to me, I'll play around with a horizontal sidebyside scoreboard today.

@Bren you could do that easily with just overridden materials

@Kermit I considered doing it but it turns the scoreboard into a light show and it's not inherently obvious how to read in my opinion.

@Slin I think the timer is missing because I did mp_restartround. Also give me some ideas for the scoreboard. I tried that stacked thing but it looked really bad to me, I'll play around with a horizontal sidebyside scoreboard today.

@Bren you could do that easily with just overridden materials

@Kermit I considered doing it but it turns the scoreboard into a light show and it's not inherently obvious how to read in my opinion.
76
#76
7 Frags +

Me gusta

http://imgur.com/RCIp43B.png

Me gusta

[img]http://imgur.com/RCIp43B.png[/img]
77
#77
43 Frags +

playerlist

https://dl.dropboxusercontent.com/u/149728952/hudcont/mainkoth.png

winpanel

https://dl.dropboxusercontent.com/u/149728952/hudcont/winpanel.png

targetid

https://dl.dropboxusercontent.com/u/149728952/hudcont/targetid.png

scores+team name (not sure about this)

https://dl.dropboxusercontent.com/u/149728952/hudcont/scores.png

mildly stolen inspired from battlefront
could not find hd versions of the default class portraits but i am sure they will work just as well

edit: update img
payload

[url=https://dl.dropboxusercontent.com/u/149728952/hudcont/mainkoth.png]playerlist[/url]
[img]https://dl.dropboxusercontent.com/u/149728952/hudcont/mainkoth.png[/img]

[url=https://dl.dropboxusercontent.com/u/149728952/hudcont/winpanel.png]winpanel[/url]
[img]https://dl.dropboxusercontent.com/u/149728952/hudcont/winpanel.png[/img]

[url=https://dl.dropboxusercontent.com/u/149728952/hudcont/targetid.png]targetid[/url]
[img]https://dl.dropboxusercontent.com/u/149728952/hudcont/targetid.png[/img]

[url=https://dl.dropboxusercontent.com/u/149728952/hudcont/scores.png]scores+team name[/url] (not sure about this)
[img]https://dl.dropboxusercontent.com/u/149728952/hudcont/scores.png[/img]

mildly [s]stolen[/s] inspired from battlefront
could not find hd versions of the default class portraits but i am sure they will work just as well

edit: [url=https://dl.dropboxusercontent.com/u/149728952/hudcont/update.png]update img[/url]
[url=https://dl.dropboxusercontent.com/u/149728952/hudcont/payload.png]payload[/url]
78
#78
3 Frags +

please tell me that you have that working in-game and they are not just PS mockups.
I want it now

please tell me that you have that working in-game and they are not just PS mockups.
I want it now
79
#79
10 Frags +
Tino_please tell me that you have that working in-game and they are not just PS mockups.
I want it now

knowing dev it's either in game already or he will not stop until it is in game.

[quote=Tino_]please tell me that you have that working in-game and they are not just PS mockups.
I want it now[/quote]
knowing dev it's either in game already or he will not stop until it [i]is[/i] in game.
80
#80
2 Frags +
devamar_10images
mildly stolen inspired from battlefront
could not find hd versions of the default class portraits but i am sure they will work just as well

This is glorious. What are we gonna do with all these huds????

[quote=devamar_10]
images
mildly [s]stolen[/s] inspired from battlefront
could not find hd versions of the default class portraits but i am sure they will work just as well[/quote]

This is glorious. What are we gonna do with all these huds????
81
#81
0 Frags +

This has me so hyped

This has me so hyped
82
#82
1 Frags +
Tino_please tell me that you have that working in-game and they are not just PS mockups.
I want it now

It's so beautiful

[quote=Tino_]please tell me that you have that working in-game and they are not just PS mockups.
I want it now[/quote]

It's so beautiful
83
#83
whitelist.tf
0 Frags +

devamar, thought of any control point animations yet, payload objectives? Target ID looks nice, but the different overheal color from the player lists I'd steer away from and make those the same color for viewer consistency. Respawn indicator/dead state differing in look from alive for player panels could be helpful.

If only we could make the medics always sort to a default spot for the medigun indicators or to be glued to the class panel.

Scoreboards are really a non issue, got a very simple one for that in mind already, I just have to make them look like whatever the targetids and playerlists are going to be. Winpanel is going to be similar as well, no need for individual player highlighting imho if there is external log based round stats available.

devamar, thought of any control point animations yet, payload objectives? Target ID looks nice, but the different overheal color from the player lists I'd steer away from and make those the same color for viewer consistency. Respawn indicator/dead state differing in look from alive for player panels could be helpful.

If only we could make the medics always sort to a default spot for the medigun indicators or to be glued to the class panel.

Scoreboards are really a non issue, got a very simple one for that in mind already, I just have to make them look like whatever the targetids and playerlists are going to be. Winpanel is going to be similar as well, no need for individual player highlighting imho if there is external log based round stats available.
84
#84
2 Frags +

@devamar for wiethoofd's concern about the colors for overheal, try making the target id have a green bg for the health if overhealed but keep the team color line going all the way left underneath maybe?

@devamar for wiethoofd's concern about the colors for overheal, try making the target id have a green bg for the health if overhealed but keep the team color line going all the way left underneath maybe?
85
#85
10 Frags +

@Wiethoofd, i can make some cp point animations but last time i tried they were fairly limited to the an overlay going left to right on the cp icon. Made the overheal same color, didn't notice that. I added respawn timer but idk how to make the dead more different without distracting too much, i did lower the dead player avatar opacity as well though:
link

https://dl.dropboxusercontent.com/u/149728952/hudcont/update.png

@retro the green didnt look nice right next to the blue, so i decided to have the team indicator on the right side

@Wiethoofd, i can make some cp point animations but last time i tried they were fairly limited to the an overlay going left to right on the cp icon. Made the overheal same color, didn't notice that. I added respawn timer but idk how to make the dead more different without distracting too much, i did lower the dead player avatar opacity as well though:
[url=https://dl.dropboxusercontent.com/u/149728952/hudcont/update.png]link[/url]
[img]https://dl.dropboxusercontent.com/u/149728952/hudcont/update.png[/img]

@retro the green [url=https://dl.dropboxusercontent.com/u/149728952/hudcont/update-1.png]didnt look nice right next to the blue[/url], so i decided to have the team indicator on the right side
86
#86
0 Frags +

@devamar this actually looks so good, i'd pay money for it.

@devamar this actually looks so good, i'd pay money for it.
87
#87
1 Frags +

@devamar ah ok, makes sense. looks amazing!! both yours and flame's are great, it will be interesting to see which artstyle is chosen between the classic tf2 feel and the more modern feel.

@devamar ah ok, makes sense. looks amazing!! both yours and flame's are great, it will be interesting to see which artstyle is chosen between the classic tf2 feel and the more modern feel.
88
#88
whitelist.tf
4 Frags +

@devamar, the team color indicator on the very right side of the panel is impossible, believe me, I've tried.

Some more progress on my end:

http://i.imgur.com/GuGRN4Q.jpg

http://i.imgur.com/P3qRhay.jpg

or if everything on the left side is preferred (some alignment issues probably)

http://i.imgur.com/Elh8wJI.jpg

@devamar, the team color indicator on the very right side of the panel is impossible, believe me, I've tried.

Some more progress on my end:
[img]http://i.imgur.com/GuGRN4Q.jpg[/img]
[img]http://i.imgur.com/P3qRhay.jpg[/img]

or if everything on the left side is preferred (some alignment issues probably)
[img]http://i.imgur.com/Elh8wJI.jpg[/img]
89
#89
0 Frags +

is it even possible to utilize multi-colored horizontal health bars? afaik the implementation requires using an omnipresent low health image, making it impossible to distinguish between unbuffed and low health states.

is it even possible to utilize multi-colored horizontal health bars? afaik the implementation requires using an omnipresent low health image, making it impossible to distinguish between unbuffed and low health states.
90
#90
6 Frags +
Wiethoofd@devamar, the team color indicator on the very right side of the panel is impossible, believe me, I've tried.

It should be possible, unless I'm forgetting something about how the targetid bases its positioning.
1. Make sure that the border bg is opaque and squared and whatnot.
2. Duplicate the name text, hide the original, and move the duped one over slightly to create some space.
3. Get an anchor that's slightly wide, and pinned coming from the right edge of the targetid or something.
4. Get a refract that's rightedge pinned to that anchor to cover up the rest of the teamcolored border. In devamar's case you'd have to do this anyway since you're getting a blur refract there regardless.

Just make sure that the refract is zpos'd below the text and health, because it'd cut through those too if it's above them. And if you don't understand refracts, imagine this exact same process, except with a filled rectangle, because they're functionally the same as far as this idea goes.

Ericis it even possible to utilize multi-colored horizontal health bars? afaik the implementation requires using an omnipresent low health image, making it impossible to distinguish between unbuffed and low health states.

It's slightly possible with some font fuckery, but doesn't work based on %s and instead pure numbers (sub 100 health for example) and is honestly too limited to be viable. It may be more doable with an even more fucky localization idea added on, but I haven't tested it, doubt it'd work, and if it did work it'd be an obscene amount of effort to implement (and still wouldn't work entirely with dumb items that change total healths, like darwin's or the kunai or something, but I think it'd be worth the sacrifice imo). Though this is only for the healthbar, and not for the text, which may also be possible to rig something up assuming all else works, but really it'd be more work than most people put into their entire hud at that point.

For all intensive purposes just assume it's not possible. There are workarounds for everything, but this one is too limited and/or painstaking to really work with.

The low health colors (which can be ignored for the most part, yeah it sucks but the healthbar is a much better indicator both in terms of feedback and in terms of visuals), and the healthbars not being flipped (which is easily fixable, just flip them) are the only two issues with devamar's concept though. Everything else is to my knowledge completely implementable.

e: sorry for the wall of text but discussing crazy hud ideas is my jam

[quote=Wiethoofd]@devamar, the team color indicator on the very right side of the panel is impossible, believe me, I've tried.[/quote]It should be possible, unless I'm forgetting something about how the targetid bases its positioning.
1. Make sure that the border bg is opaque and squared and whatnot.
2. Duplicate the name text, hide the original, and move the duped one over slightly to create some space.
3. Get an anchor that's slightly wide, and pinned coming from the right edge of the targetid or something.
4. Get a refract that's rightedge pinned to that anchor to cover up the rest of the teamcolored border. In devamar's case you'd have to do this anyway since you're getting a blur refract there regardless.

Just make sure that the refract is zpos'd below the text and health, because it'd cut through those too if it's above them. And if you don't understand refracts, imagine this exact same process, except with a filled rectangle, because they're functionally the same as far as this idea goes.
[quote=Eric]is it even possible to utilize multi-colored horizontal health bars? afaik the implementation requires using an omnipresent low health image, making it impossible to distinguish between unbuffed and low health states.[/quote]
It's slightly possible with some font fuckery, but doesn't work based on %s and instead pure numbers (sub 100 health for example) and is honestly too limited to be viable. It may be more doable with an even more fucky localization idea added on, but I haven't tested it, doubt it'd work, and if it did work it'd be an obscene amount of effort to implement (and still wouldn't work entirely with dumb items that change total healths, like darwin's or the kunai or something, but I think it'd be worth the sacrifice imo). Though this is only for the healthbar, and not for the text, which may also be possible to rig something up assuming all else works, but really it'd be more work than most people put into their entire hud at that point.

For all intensive purposes just assume it's not possible. There are workarounds for everything, but this one is too limited and/or painstaking to really work with.

The low health colors (which can be ignored for the most part, yeah it sucks but the healthbar is a much better indicator both in terms of feedback and in terms of visuals), and the healthbars not being flipped (which is easily fixable, just flip them) are the only two issues with devamar's concept though. Everything else is to my knowledge completely implementable.

e: sorry for the wall of text but discussing crazy hud ideas is my jam
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