07.02
In General News , Main Framework | Tags: design, GUI, interface, mgen
The emerging interface is both proof that hard work can accomplish anything, as well as hope for those like me that thought interfaces can’t be designed without artistic talent. Â With enough fooling around in photoshop and the likes, I managed to produce an interface that, to my standards, is extremely slick.
I hand-coded all the controls, so you’ll find no standard buttons, listboxes, etc. in the new interface. Â Everything is custom. Â And the work paid off. Â It looks great.
Not only does the interface look great, it also works great. Â It will be a very powerful and streamlined interface when I finish it. Â I’ve already finished the plugin loading functions and the structure & progression tiles are already fully-functioning. Â Unlike in the last GUI, where the user had to double-click the correct treeview entry, select a text-only plugin name from an ugly listbox, then click an OK button, the new interface demands only two clicks to load a plugin: one on the tile into which the plugin will be loaded, and the second to choose the plugin. Â Furthermore, plugins are displayed as tiles instead of text, so finding the right one among many is as easy as identifying the correct icon. Â It’s way faster (not to mention way more fun) to load and configure plugins now.
As soon as I finish the frontend, which will probably be a few more days, I’ll have to start grinding out the backend. Â I feel like the last interface’s rendering functions were bloated, to say the least. Â I hope to be able to do it all over again in less than half the code. Â I think that’s pretty reasonable given how much I’ve improved as a programmer since the time the original render code was written (seventeen thousand lines ago).
Things are definitely looking up for mGen’s aesthetics…but the real question is: will these new aesthetics inspire more creative advances? Â Or will mGen just be a good-looking failure? Â I guess I’ll have to keep pressing onward to find out.
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