![](https://attach.openclonk.org/avatars/1-0778.png)
An icon for:
+ Exit building. (e.g. A slightly open door with an arrow out)
+ Enter building (e.g. A slightly open door with an arrow in. Could pretty much look like the one in Graphics.png/GuiIcons.png)
+ Grab (vehicle)
+ Let go (vehicle) (same with X?)
+ Primary selection (for inventory) - perhaps a right hand with a "1" on it
+ Secondary selection (for inventory) - perhaps a left hand with a "2" on it
+ Money (or rather "Clunker", the currency of Clonk ;-)) - perhaps a pile of coins? or gold? just one big coin?
Additional: (not really needed yet)
+ Talk to
+ and stop talking to (perhaps the same with an X?)
+ same for a general Use / stop using
![](https://attach.openclonk.org/avatars/65-0196.png)
(e.g. having only the base graphics and drawing the X in another layer)
![](https://attach.openclonk.org/avatars/126-5136.png)
Also, regarding the grab-vehicle icon; do you have any ideas what it should look like?
I hereby license the following file(s) under the CC-by license
![Enter.png (4k)](https://attach.openclonk.org/65/4665/Enter.png)
![Exit.png (4k)](https://attach.openclonk.org/65/4665/Exit.png)
![](https://attach.openclonk.org/avatars/65-0196.png)
![](https://attach.openclonk.org/avatars/1-0778.png)
Plus, Ringwaul could commit the arrows to the repository
![](https://attach.openclonk.org/avatars/65-0196.png)
imo
![](https://attach.openclonk.org/avatars/29-2030.png)
![](https://attach.openclonk.org/avatars/65-0196.png)
>Individual graphics of arrows, Xs, etc. might be nice to have
Well, if we have like twenty different symbols with twenty different arrows from twenty different artists it would be more confusing than nice to have I think.
Same for the X in cancel-stuff-symbols. I think one X would be sufficient for all the symbols (that would save even half of the graphical size there!)
![](https://attach.openclonk.org/avatars/29-2030.png)
Yes, you can design a system to handle this. But it's certainly not "less confusing" than just having one symbol for "enter" and one for "exit".
> (that would save even half of the graphical size there!)
It would be less graphics memory used vs more rendering required.
![](https://attach.openclonk.org/avatars/35-6865.png)
![](https://attach.openclonk.org/avatars/65-0196.png)
![RightHand.png (6k)](https://attach.openclonk.org/80/4680/RightHand.png)
![LeftHand.png (7k)](https://attach.openclonk.org/80/4680/LeftHand.png)
![X.png (3k)](https://attach.openclonk.org/80/4680/X.png)
![](https://attach.openclonk.org/avatars/79-5162.png)
![](https://attach.openclonk.org/avatars/1-0778.png)
A few additional things:
+ I'd like to have the numbers on the hands so that these icons look more distinguishable in style to the picture icons of the inventory. The picture icons are also shown with a number right next to it: the hotkey number.
+ The two doors should be more distinguishable: More contrast (A lighter arrow) and a (slightly?) different perspective
![](https://attach.openclonk.org/avatars/126-5136.png)
+ Are you referring to the arrows in the repository? The first door icons I posted aren't up to date; but I could easily contrast them more. Which direction should the perspective change to? (ie a little to the left or some-such)
I won't be able to post my changes for about 7 hours... at school and first class hasn't even started yet. D:
![](https://attach.openclonk.org/avatars/65-0196.png)
>+ I'd like to have the numbers on the hands so that these icons look more distinguishable in style to the picture icons of the inventory. The picture icons are also shown with a number right next to it: the hotkey number.
We could always use a different "numeration" if numbers are confusing. "A" and "B" for example. Or "I" and "II"
![](https://attach.openclonk.org/avatars/126-5136.png)
![](https://attach.openclonk.org/avatars/1-0778.png)
![RightHand.png (5k)](https://attach.openclonk.org/96/4696/RightHand.png)
![LeftHand.png (6k)](https://attach.openclonk.org/96/4696/LeftHand.png)
![Cash.png (4k)](https://attach.openclonk.org/96/4696/Cash.png)
![](https://attach.openclonk.org/avatars/65-0196.png)
What about adding one or two banknotes in dark saturated green? And I would give the coins some brownish reflections, I think that looks much more like gold then.
![](https://attach.openclonk.org/avatars/1-0778.png)
![](https://attach.openclonk.org/avatars/126-5136.png)
Grasp: Grasping hand overlay
Let Go: open hand overlay with X over it
![](https://attach.openclonk.org/avatars/1-0778.png)
![Grab.png (4k)](https://attach.openclonk.org/43/4743/Grab.png)
![LetGo.png (5k)](https://attach.openclonk.org/43/4743/LetGo.png)
![](https://attach.openclonk.org/avatars/1-0778.png)
![Grab.png (4k)](https://attach.openclonk.org/54/4754/Grab.png)
![LetGo.png (5k)](https://attach.openclonk.org/54/4754/LetGo.png)
![GrabCylinder.png (2k)](https://attach.openclonk.org/54/4754/GrabCylinder.png)
![](https://attach.openclonk.org/avatars/1-0778.png)
![](https://attach.openclonk.org/avatars/1-0778.png)
>I think it would be sweet to have different icons for different amounts of money
Could you? I have no idea how to render something in blender
Low: Some coins (3-4 lying on ground)
Low-Mid: A bit more coins (6-7 on 2 small piles)
Mid: A lot of coins on a big pile
Mid-High: A single gold bar and a sack (full of coins)?
High: Some gold bars and diamonds.
PS: Or diffrent colored coins (copper, silver, gold, crystal...)
![](https://attach.openclonk.org/avatars/1-0778.png)
![Cash1.png (2k)](https://attach.openclonk.org/39/4939/Cash1.png)
![Cash2.png (2k)](https://attach.openclonk.org/39/4939/Cash2.png)
![Cash3.png (3k)](https://attach.openclonk.org/39/4939/Cash3.png)
![Cash4.png (3k)](https://attach.openclonk.org/39/4939/Cash4.png)
![Cash5.png (4k)](https://attach.openclonk.org/39/4939/Cash5.png)
![](https://attach.openclonk.org/avatars/1-0778.png)
Edit:
Also, the HUD and new controls are now in a state where you can get the picture of how I planned it. I'd be happy about some feedback.
The controls are:
WASD - movement (jump does not work currently)
Space - interact with objects in the landscape, namely: Grab, let go, exit, enter, push into, grab next vehicle (push into does not work currently)
Left Mouse button - use the selected item, entered structure or grabbed vehicle (indicated by the hand with the A on it in the HUD)
Right Mouse button - use the second selected item. Indicated by the hand with the B on it (not implemented for items yet)
-----
More controls:
Q,E - switch cursor
Up,Down - switch inventory selection (should be scrollwheel but it is not implemented yet)
1-9 - hotkeys for the actionbar (lower hud)
Shift+1-9 - select cursor (upper hud)
I hope the interaction with the HUD is self-explanatory so I don't explain it here.
![](https://attach.openclonk.org/avatars/126-5136.png)
Maybe choosing what to grab could be done by: holding grab for a moment, which brings up a quick menu of all possible objects to grab. Then this grab key could also be used to pick up objects (instead of the current automatic collection).
![](https://attach.openclonk.org/avatars/1-0778.png)
Great work!
Seems to work very intuitive. Allthough I could not get the space bar to work. About the mouse controls: They are messed up by zooming in or out, you can't select inventory items anymore. It only works in 1:1 zoom, the clonk selection markers still work but are too large/small. And is it already possible to jump?
Edit: You already put that in the bugtracker. Throwing stuff is a bit strange, you can throw stones just as far as metal barrels. Maybe we should imlement some realism here.
Seems to work very intuitive. Allthough I could not get the space bar to work. About the mouse controls: They are messed up by zooming in or out, you can't select inventory items anymore. It only works in 1:1 zoom, the clonk selection markers still work but are too large/small. And is it already possible to jump?
Edit: You already put that in the bugtracker. Throwing stuff is a bit strange, you can throw stones just as far as metal barrels. Maybe we should imlement some realism here.
I don't know... I don't like the spacebar, it's so noisy. :C
It could be more likely used for a context menu...
E and Q is wasted on cursor selection. It's not that important to change Clonks really quick. E and Q could be more buttons for interacting with objects (changing ammo for bow... diffrent attacks with a sword... even usable for vehicles and buildings or quick selection of things in the interaction menu).
It could be more likely used for a context menu...
E and Q is wasted on cursor selection. It's not that important to change Clonks really quick. E and Q could be more buttons for interacting with objects (changing ammo for bow... diffrent attacks with a sword... even usable for vehicles and buildings or quick selection of things in the interaction menu).
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