SyncUI
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Gallery some video stuff: http://youtu.be/pnFzPOQUFvQ http://youtu.be/1rAC_7oLB7Y http://youtu.be/FQzRCuItHWI http://youtu.be/QFT12nRoPhU |
Neat.
I would replace the elite border from the nameplate though, it kind of clashes with the style. |
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The elite border is tentative and will be replaced later. |
The default game font doesn't really fit the style. Have you tried using the font from Recount everywhere?
The buttons on your action bars should have the same border as the rest of the icons. Tooltip could use a more opaque background, and more padding so the text isn't right up against the border like that. |
You might also steal the infinity gears font from infinity plates, as it matches the angular space theme.
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I'm using this little snippet in my UI that you may find useful:
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local nfns, font, size = NumberFontNormalSmall |
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The border texture (action button) is the same but not blurred. I gonna fix that x) The tooltip is tentative. I wanna rewrite the whole GameTooltip but had'nt enough time so far. Quote:
I have to decide the font style first and then (maybe) tune the way hotkeys are displayed |
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http://www.dafont.com/theme.php?cat=...]=10&l[]=1 http://www.dafont.com/theme.php?cat=...]=10&l[]=1 I kind of like fonts that are sans-serif, but with just a tad of sci-fi. If I can make a suggestion: Zeroes seems awesome. |
There are a few good fonts in SharedMedia, as well.
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Looks pretty cool 9/10
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There is no reason to display an experience bar at max level. You could center and widen the reputation bar upon hitting max level. You'll also have to replace the background texture that currently separates the two bars.
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If I've misunderstood, please clarify. |
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I meant, instead of hiding the exp bar, i want to use it in other way -> to display another kind of information at max-lvl instead of experience. therefore it isn't really necessary to hide the bar. It would only be a temporary cosmetic fix till WoD is released. I plan to use it for garrison progress or something like that. |
I want to implement animated healthbars!
What i got so far: you can update frame textures with: - AnimateTexCoords - rotating between texture files i've tested it for xml StatusBars: - AnimateTexCoords doesn't work, cause every few seconds the frame reset the TexCoords (works fine with "Frame" types but not with "StatusBars") - rotating does work, however it starts flashing... (pretty ugly) |
You can try something like this, drycoded so I'm not sure about the texture coordinates
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I had this idea too, just thought there would be a more elegant method. Edit: I must change the size of the texture each time I set coords, since the texture would be cropping too much otherwise?! Or i can simply use a scrollframe for this..maybe |
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The texture is automatically sized to match the status bar fill because you call :SetAllPoints() on it, you don't need to do anything else with that. There's no reason to create a scrollframe for this because you're already using SetTexCoord to animate the texture and it's trivial to add the horizontal offset to that to avoid skewing the texture as it shrinks. |
use ScrollFrame frame type to create "view ports"
like here: |
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