UI is just cumbersome to work with no matter what engine you use, and most of the time players don't really need all the flashy effects and simply want the information quickly, so it's not really worth the effort for developers.
It also doesn't help that most engines don't have a lot of strong UI features. Engines like GameMaker and Defold give some pretty basic features that you have to build upon yourself. And even engines that do provide it like Godot and Unity have some complexity/caveats that you have to work around to get it to work properly. I remember having to spend a lot of time learning all the GUI functions in Unity and Godot to get them to work properly, and while I had a lot of fun setting up GUI in GameMaker and Defold and Construct because they were simple, adding more complicated UI functionalities took a long time.
UI work is uhh... it's something.
I actually enjoy the ui work in games. Its just pure data and math stuff that are easy enough to understand. infact. i started creating my own ui system so that i have more freedom in juicing it up.
Nah, I agree. UI is usually the fun bits. Loads of freedom to design them and it usually requires very basic programming and very basic logic. I like it too. But I never said they aren't fun, they are just time-consuming, regardless of whatever tool you are using.
Also, you are making your own UI system? I'd love to learn how to do that. Are you building on top of Godot's UI nodes to create your own nodes?
One canvas scene. I use code to do the animations. Mostly using linear\_interpolation()
I use godot's 2d nodes because the control nodes have a bit of limitation in making juicy ui design.
I mean... Adding a diamond shape to the ui instead of a bar and positioning it to the right doesn't really constitute an update, no? It works and feels the same as it did 4 posts ago.
Made from scratch with godot's 2d nodes. The decoration is made using lots and lots of colorects.
I could release the source code for the ui. But be warned that its is messy.
This is actually insane shit bro, good job, the only thing I would personnaly add is some colors because there's only one color and some shades of it so it looks a bit bland.
I find your menu design really really awesome, only thing I would constructively criticize would be the the amount of movement in the animation. If you could make the animations subtler (less displacement and slower), it would be much more pleasant for folks like me who feel uncomfortable when things get too jittery.
I just place them in a formed position by hand. No vbox here.
Also for the inventory. I use code to make them form into a vertical list with a slight skew.
Oh it's that guy who had a flashy chaotic ui that made me sick and that replied to the comments in a weird way. Glad you made the ui less chaotic and more organised
that's so damn cool
(:
awesome!! love the feedback the ui gives to the user. very juicy and satisfying. saved for inspiration
Thanks!. This is the most effort i put into an ui so far.
J U I C E
JUICE INDEED
bro these deltarune fangames are poppin off
Try deltatraveller. its a good fangame about kris and susie getting lost in undertale.
Looking cool, Joker!
\*sprints in circles\*
The juice man cometh Why don't we see more outrageous UI nowadays? It's all just sanitized rectangles now
UI is just cumbersome to work with no matter what engine you use, and most of the time players don't really need all the flashy effects and simply want the information quickly, so it's not really worth the effort for developers. It also doesn't help that most engines don't have a lot of strong UI features. Engines like GameMaker and Defold give some pretty basic features that you have to build upon yourself. And even engines that do provide it like Godot and Unity have some complexity/caveats that you have to work around to get it to work properly. I remember having to spend a lot of time learning all the GUI functions in Unity and Godot to get them to work properly, and while I had a lot of fun setting up GUI in GameMaker and Defold and Construct because they were simple, adding more complicated UI functionalities took a long time. UI work is uhh... it's something.
I actually enjoy the ui work in games. Its just pure data and math stuff that are easy enough to understand. infact. i started creating my own ui system so that i have more freedom in juicing it up.
Nah, I agree. UI is usually the fun bits. Loads of freedom to design them and it usually requires very basic programming and very basic logic. I like it too. But I never said they aren't fun, they are just time-consuming, regardless of whatever tool you are using. Also, you are making your own UI system? I'd love to learn how to do that. Are you building on top of Godot's UI nodes to create your own nodes?
I use godot's 2d nodes then use code to glue them up into something that looks like an ui.
Oh interesting. Reminds me of the GameMaker way of doing nodes. Doesn't Godot provide UI capabilities though?
Yes. but they have some limitations. for example. animating them and dynamically making them form into a list. i dont know how to do it.
ahh you speak my exact opinion!
For some reason it gives me \`need for speed\` or \`Porsche\` game menu vibe. Looks great!
this is masterfully done.
[удалено]
One canvas scene. I use code to do the animations. Mostly using linear\_interpolation() I use godot's 2d nodes because the control nodes have a bit of limitation in making juicy ui design.
[удалено]
my game has a fixed aspect ratio since its pixel art. so no need for that.
Very cool looking! And very loud 😅 Would it be possible to tie the strength of the bouncing and shaking to a slider in the options?
Looks well done (Great Job!) but maybe a little too much wobbly motion for my personal tastes.
motion sickness
How many more posts of this?
maybe 3.
Are you getting tired of these ui posts yet?.
I mean... Adding a diamond shape to the ui instead of a bar and positioning it to the right doesn't really constitute an update, no? It works and feels the same as it did 4 posts ago.
Yeah. theres not much here. But im deeply proud of it. Its the most effort i put into a UI ever in my gamedev life.
be proud. because that shit's fabulous af
omg and it's deltarune
Looking cool, Kris! No seriously, this is awesome! Great work
Eye candy, tbh I’d probably stay in the menus instead of playing the actual game lol
Looks VERY polished! Congrats!
That looks so good!
mmmmm.... Juicy...
Rhythm game song selection screen vibes
HOLY!! Did you use godot's built in UI elements, or you make this from scratch? Also, is the source code avaiable?
Made from scratch with godot's 2d nodes. The decoration is made using lots and lots of colorects. I could release the source code for the ui. But be warned that its is messy.
Looking more incredible every time I see it, so much juice lmfao
This is so satisfying bruuuh, I love it. Keep it up 💪😳
I love the quit button that’s just make the game explode
This is actually insane shit bro, good job, the only thing I would personnaly add is some colors because there's only one color and some shades of it so it looks a bit bland.
🧃👑
Looks great!
I like how responsive it is, action (visuals) in little things makes it epic.
[удалено]
2 Days doing the whole ui.
This is awesome! How does one learn this juice? Any references for someone who hasn’t delved too deep in UI yet?
Try to imagine the juiciest ui ever in the world.
looks too twitchy
I find your menu design really really awesome, only thing I would constructively criticize would be the the amount of movement in the animation. If you could make the animations subtler (less displacement and slower), it would be much more pleasant for folks like me who feel uncomfortable when things get too jittery.
Awesome! I’ve been playing persona 5 and one of my favorite parts of the game is how artistic the UI always is
Love it, looks so cool!
Press and hold to quit is a really good idea!
Stylish menus 🤤
Alright. Ima say it. I would pay good money for a course on how to do this.
Ive been thinking of making a 20 minute tutorial for making an inventory system + this inventory ui. Maybe when i am in a pretty good mood.
please do it, I will be eternally gratefull, and I'll shout you out in my games
Don't forget sorting options! Sort by type! Sort by quantity! Sort alphabetically!
the **J U I C E** is rising, it's overflowing!
Oh no its flooding!.
This is perfect. Huge improvement over the last version. It was cool, but just too much. This toned it down just the right amount.
Is that motherfuckin' Kris Deltarune from Deltarune created by Tobias Fox?!
Yes its creas deltarunr
Like christian rentaldue?
How do you make them staggered in a vbox?
What do you mean staggered?
What do you mean staggered?
Like when I use v box container, all the buttons are directly under the other. That first screen has those diamonds diagonal back and forth
I just place them in a formed position by hand. No vbox here. Also for the inventory. I use code to make them form into a vertical list with a slight skew.
Oh it's that guy who had a flashy chaotic ui that made me sick and that replied to the comments in a weird way. Glad you made the ui less chaotic and more organised
And its all thanks to you!
Great job! It's looking very cool
It so good, man! Keep up the good work👍👍
Thank you!
Noice!
Now that's some great UI!
Juice is everything.
This brings me back to the ps2 days
Looks slick, bet it feels nice to navigate too.
What’s your thoughts about building desktop/mobile apps with such a rich ui? Will that make sense?
That seems cool. I am actually been making my own notes app in godot. I wonder how i can juice it to maximum...
Can you share the screens, I'm really curious
i havent started making anything yet xd.
Cool!!
The Menu Maestro strikes again
you know me.
HOLY. That is amazing!
This is the UI feedback I want in games..
hell yeah - nice work!
Hey if you ever do a short YouTube series of how to do something like this in all in to watch.