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#UX Games
prokopetz · 10 days
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A fun thing about publishing on itch.io is that it has a mechanism for constructing opt-in mailing lists of past purchasers, but no mechanism for consolidating those mailing lists, so if you want to send a notification to everyone who's opted in to receive emails from you, people who've purchased multiple titles from you will receive a number of copies of the notification equal to the number of titles purchased.
It's times like this that I'm reminded that Tumblr does not, in fact, have the dumbest possible UI. It can always get worse!
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thisisrealy2kok · 1 month
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Nintendo in 2001
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xiiiwayfinders · 3 months
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I need like an entire full length movie of like the Foretellers being friends and training and just living their lives and everything before everything went to shit 😭 Please
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pileojunk · 2 months
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Some assorted class work from this week- I’m working on the UI for our game and the backgrounds have been coming out so GOOD AND TASTY I think I’m learning to love doing pixel art my dudes
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puppyeared · 9 months
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When you backread through a fun conversation you had with someone for hours an angel gets its wings
#I was talking to my brother about Norman doors and I had fun in my UX class and he was telling me about demon cores and the trolley problem#in his class. AND I remembered to take my meds today so I can feel every cell in my body. i can feel the neurons rubbing together#and yesterday I infodumped about the specialists bullseye chart to crow and how it ties with witch hat atelier#WHICH I MANAGED TOGET THEM TK READ IM SO HAPPY. I MAKE SQUEALING GUINEA PIG NOISES EVERY TIME THEY TELL ME WHAT THEYVE READ SO FAR. AHH#i might not even be scratching the surface with witch hat there are so many themes i could not possibly fathom or go over my heasd#and thats what makes it so exciting there are so many spaces in between that you can fill with your thoughts and i. i#waves my hands around manically#for anyone interested in my insane ramblings. the bullseye chart is from are we all scientific experts now by harry collins#in my own words its basically saying everything we know about anything is a game of broken telephone#and it discusses how information gets lost in translation between experts and laymen including things that arent in control#one of the main points was how things that happen between experts are complicated including debates and findings#that you can only really understand thru research and experience in that field and cant be smoothly shared without it being reworded#and risking some of those key points. or even concepts that are hard to understand that cant be shared at all#like if you tried to tell me about how DNA works using words scientists are familiar with but i am NOT- i risk missing concepts that i need#to understand to know how it works on the level you understand. or i risk having it reworded and understanding it but not on that level#AND IT DOES TIE TO WITCH HAT THE WITCH AND NORMAL FOLK COMMUNITIES I PROMISE. ITS SO INTERESTING#anyway i spent hours reading back thru that conversation and i might as well admit it goes for almost every fun conversation i have#and it might be the 20mg of adderall in my body but i am in such a state of peace and love i have to verbalize it. ahh#yapping
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arsuf · 10 months
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Hi all! Recently I have been getting into UI/UX & decided to work on a small project to learn to use Figma. As I spend quite some time doing trades in Warframe, it seemed like a fun idea to work on a trading companion app concept.
I wanted to share this deck I made for it :) Hope you enjoy it (& sorry for the long post!)
// ko-fi ☕
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askagamedev · 4 months
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My friend is making an arcade racer and I've been playtesting his builds for him. He didn't go into it thinking it'd be easy but there's a ton of things he didn't at all realize would be a headache going into it. Obviously all games are hard to make but some are more apparent about their daunting nature. Which genres are deceptively difficult even if reasonably possible by a small indie team? What surprised you when you hit the big leagues?
Whenever I do solo dev work, the feature that always takes the longest and tends to require the most work to get something playable by actual players is the UI. Building out the gameplay features is always a lot of fun, but you can only go so far by fiddling with variables and restarting. There's always a significant amount of UI groundwork that needs to be done in order to make a game playable at all, just because of how much information needs to be conveyed to the player.
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Whenever I build support into a game for different characters, cars, tracks, loadouts, etc. then each of those options needs its own way to choose that option from a list of available choices. That display must show a lot of information to the player so she can make an informed decision (e.g. this car has fast acceleration, that one has high top speed, this other one corners well, etc.), which all requires an intuitive screen layout, information presented, and so on and so forth.
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Small-team dev also tends to build more system-driven games because it's more dev-time-efficient than creating single-use narrative-driven content. The tradeoff is that system-driven content also requires significantly more UI to convey all of that information to the player. This means games with a lot of options for players to choose tend to require a lot of UI work, which is something many hobbyists don't think about when starting.
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agravain-r · 2 years
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happy dark road finale to all those who celebrate
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eccentricstylist · 30 days
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Gamers of Tumblr!
For context, here is what I currently have -- it's a bit more in line with "Activate instructions only when needed", but I'm curious to know if having them at game start might be helpful. Any advice is appreciated, thank you! :)
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codegummy · 4 months
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Game with HTML Canvas and Vanilla JS
Been a little stressed out with school and all so I made a little project to cool off a bit. I followed this YT tutorial showing how to code the Google dinosaur game. But then I made new vector illustrations to use instead of a the ones provided in the source code . To give it a touch of cuteness ⸜(。˃ ᵕ ˂ )⸝♡
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prokopetz · 10 months
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I feel like "video game with auto-targeting or aim assist makes unreasonable assumptions about what you're trying to hit" is an underexplored genre of comedy.
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samuraiunicorn · 11 months
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New screenshots featuring our updated HUD. Finally getting this UI design in and mostly functional has been a huge step forward for the overall feel of quality in the demo.
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thisisrealy2kok · 1 month
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Microsoft Games in 2001
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windsails · 3 months
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ohh!!! i had a really good idea. a social media site with a circular timeline called samsara
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yokaizuna-sumo · 7 months
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It took more work than I thought it would, but I polished up the game's UI and added some options. It even works with controller pretty well now!
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earlicking · 7 months
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rip youtube
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