Edited by ToreB, 09 April 2018 - 10:25 PM.
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Posted 18 March 2018 - 01:12 PM
It's a good idea that should be pursued.
There are some hurdles to overcome in this.
The first is just the standard disclaimer type that there will be many and varied opinions on what the icons should be and what suggested icons appear to represent.
I frequent another forum where their software has undergone some updating of UI, icons and whatnot and the most contentious tend to be.... you guessed it... the icons.
It seems everyone has personal preferences that often don't match with other preferences.
They seem to have solved that by primarily giving the job of deciding what will be used to one person who happens to be quite good at designing icons.
This doesn't mean that those decisions aren't vetted and approved 'offiically' or considered for other changes.
The second potential issue is that of using generic icons such as Googles (however nice they may be).
Hash Inc very likely does not want to use any icon that cannot rightly be stated as belonging to them.
In this arena it helps that A:M has some very unique iconic processes to go with the imagery/symbolism.
Those standard icons (and the processes they purport to represent) can certainly be a great starting place.
I say go for it.
A:M already has some alternative icons that are never used buried in its code.
If even one icon gets improved and all are in favor... mission accomplished.
So much the better if they all get a fresh coat of paint.
Added: There are other pitfalls that likely need to be considered in updating icons/UIs but those are enough for a token barrier of entry.
Posted 18 March 2018 - 01:33 PM
We could start with something easy.
Here for instance are the Navigation icons.
I've attached actual size and same thing blown up by 500%.
Note that the underlying issue these days with screen resolution suggests that SVG images (because of their vector based infinite resolution) would be ideal but the current UI in A:M relies on bitmaps. So we have two ways forward at this juncture 1) update the bitmaps 2) Seek updates that support SVG icons in the UI. I'm sure you can tell which one will be easier to do. Added: Another reason why SVG is ideal (where it can be used) is for transparency which allows colors to change due to activation state etc. or color and tinting without changing the actual icon.
My take would be to do both. Create the updated bitmaps and then offer the SVG for future implemention.
It should be noted that the SVG icons should likely be the 'master' set even if not implemented because they can easily be edited, scaled etc.
So, consider that a recommended format to use while perfecting the icon set.
Aside: This is no small undertaking even if only the bitmaps are updated. A:M has a lot of icons!
Added: This is the 'small' icon set.
There is also a large. I'll try to add that here as well.
Large set added named NavigationLarge.png
Note that the only real change from what A:M is currently using and these images is the image format (changed to PNG so they can appear in this topic).
Posted 18 March 2018 - 01:52 PM
Here is what I call the Long Line of Icons.
If someone wants to submit some changed icon sets I'll be more than happy to test them.
That's them v v v Down There v v v They are rather tiny.
Posted 18 March 2018 - 04:07 PM
Posted 18 March 2018 - 11:52 PM
Posted 19 March 2018 - 01:56 AM
I talked about that with Steffen about 3 years ago. I am not sure if something changed, but I doubt it.
Long story short: It is quite hard to change that especially to a vector based system, just because the UI-system used (to keep it compatible with Mac and Windows version, which is a big hassel anyway) does not support anything but bitmaps.
Of cause Steffen would have to say something about it himself...
Posted 19 March 2018 - 07:15 PM
I've sometimes thought larger buttons would be needed for touch screen interfaces but I figure you still need a mouse to use A:M so finger-sized buttons might just be using up needed screen space.
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