User:Q x

Bio
Interests fields: SF literature. I almost wrote my first novel In post-apocalyptic nuclear winter mood about raiders gang when I was something like 10 or 12. I sunked into RPG when I was 15. Low-tech photography: since I was 20. Gum bichromate printing and pinhole photography mainly. Programming - Puredata, Processing, little bit of Lisp and Python. Linux - since 5 years there usually is operable Linux OS lying somewhere around me. Network security. Wireless hacking for phun is not a crime. Graphic design - 2D for now, but all the aspects: video, animation, veejaying, typesetting, DTP & pre-press, illustration, photo-editing, concept design, even live-coding Also things like painting, drawing, sculpting, etching, woodcut or linocut, printing. From etched miniatures to mural painting. Quantum phisics & astronomy - why not know all the things? At least I know what, how and why does LHC actually collide! And I now Dirac's notation ;) I dream to have a telescope some day (voyeur!) Carpentry, woodworking, furniture and interior design. Blacksmithing Pottery Modern culture, focused on contemporary art Music taste: Coil, Brendan Perry. Lots of stuff between. Some strange ethnic melody can also hold my attention, why not.

Open Minded

Dreaming series, episode I: GUI
It will go to FIFE persons after coining it in 100% Don't take it to seriously now. Just think what would be needed to have our game not looking in the bad meaning of "retro". GUI time.

Features needed for modern GUI in games: Animated buttons - cute feature Animation triggered on hover and click Transparency change on hover or click, some animated bitmap enchantment (blur or darken anything but hovered item) - rendered in realtime, not pre-rendered. Helps to keep focus on what is important ATM Animated things under the button on hover/click (particles, smoke, fire) - imagine little blizzard around the hovered button. Cursor indicators of what will happen on click Bitmap-skinned, stretched framing, fully customizable (eg. with some element like screw nut or bolt that goes into 2/3 of width at the bottom window border) Binding background size to text. Like when you have a text label on a bar - lets say on top of some sub-window: corner-bar-bar-bar-bar--bar-bar-bar-corner where "<" and ">" are some fancy limiters and TEXT HERE has some custom background underneath. Bitmap font support Stretchable, custom-looking bitmap buttons. progress bars, fancy, animated, with plasma-like effect for fantasy-style games, customizable, so that it may look like a thermometer or laboratory glass. Real examples: Vampire the Masquerade

Dreaming series, episode II: HUD
Really simple HUD, so that you have only basic indicators and tabs on a bottom bar. And have all the rest of the screen for your game. Bottom bar only: Time, Date, slots, some condition bars, tab buttons, mode button, minimap Real examples:?

Dreaming series, episode III: Cooperation
I have some introductory, short text: Starting the game Working with SVN for graphics, I use developer's tools to access game tree. I have one single task to do at a given time, sufficiently described. May be trac ticket, todo list, whatever. Placeholder sits in its place. I have style guide, covering briefly how all tasks that can be done - parameters, examples of style to keep close to it. I test how the new graphics look locally and upload it into SVN for some further revision.

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Correct me. Try to master Polish, my native language, before telling me that my bad English comes out of my low mental level.