#UI Flow
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sadmages · 4 months ago
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I'm cooking. I'm cooking
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aholefilledwithtwigs · 1 year ago
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I have discovered a personal hell. Timed online courses with time minimums
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appallinnballin · 8 months ago
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PERSEVERANCE
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your-fave-is-bi · 2 months ago
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picked up yakuza 0 again bc seeing new majima game hype made me crave playing cabaret czar and also i never finished this game back when i first played it and i gotta say
having a blast. meandering around. seeing the sights. instinctively ending up at the club sunshine doorstep again.
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soon my beloved...soon
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multimuseforme · 3 months ago
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i shouldn't add more dbz muses but
the gammas tho
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viktorbot · 1 year ago
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oh god i finally see this site on desktop and i HATE the new layout. thanks
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serious-goose · 2 years ago
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@staff why'd you move the reblog button?
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elkkiel · 8 months ago
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sometimes God gives his toughest battles (working with two 2nd year students on an intro-level UX/UI group project) to his strongest warriors (5th year who is beyond tired from correcting their errors for hours, but refuses to go to bed until it's finished)
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kickrtechnology1 · 10 months ago
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Kickr Technology, Your Go-To UI/UX Design Agency
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In the era of web design and digital solutions, Kickr Technology stands out as an impactful stage of innovation and creativity. As a premier UI/UX design company located in the thriving tech hub of Noida, Delhi, we specialise in crafting digital experiences that resemble users' needs and drive business success. Our expertise as a top UX design company has positioned us as a leader in the industry, consistently delivering exceptional UI and UX solutions.
The Vital Role of UI/UX Design in Today's Digital Landscape
In an era where digital presence is important, UI/UX design forms the cornerstone of any successful online platform. At Kickr Technology, we understand that effective UI/UX design is not just about aesthetic appeal but about creating an interactive experience that is intuitive, engaging, and user-centric. Our designs aim to simplify and enhance the user journey, ensuring that every interaction with your digital product is meaningful and memorable.
Kickr Technology’s Unique Approach to UI/UX Design
Deep User Insight: Our design process starts with a deep dive into understanding the user’s world. We employ various research methodologies to gather insights about user behaviours, needs, and motivations. This user-centred approach helps us create designs that are not only visually appealing but also highly functional and user-friendly.
Innovative Design Solutions: We believe in breaking the mould and pushing boundaries. Our design team is always exploring innovative solutions, ensuring that our clients stand out in the digital marketplace. Whether it’s a mobile app, website, or enterprise software, our designs are tailored to meet the unique challenges and objectives of each project.
Agile and Adaptive Design Process: We adopt an agile approach to design, characterised by flexibility and responsiveness to change. This process allows us to adapt quickly to feedback and evolving project requirements, ensuring the final product is optimised for the best possible user experience.
Collaboration and Communication: Our collaborative approach sets us apart. We work closely with clients, stakeholders, and end-users, ensuring that every aspect of the design aligns with the vision and goals of the project. This collaborative process fosters creativity and ensures a final product that truly resonates with users.
Our Edge as a Leading UI/UX Design Agency
Expertise and Experience: Our team of designers, strategists, and developers bring years of experience and a wealth of knowledge to each project. This expertise is crucial in navigating the complexities of digital design and delivering top-notch solutions.
Focus on ROI: We understand that good design is not just about aesthetics; it’s about results. Our designs are crafted to drive user engagement, improve conversion rates, and enhance overall business performance.
Cutting-Edge Technology: We leverage the latest tools and technologies in the UI/UX space, ensuring that our designs are not only current but also future-ready.
Global and Local Insights: With a diverse client base, we bring a unique blend of global trends and local insights to our designs, making them globally appealing yet locally relevant.
Portfolio and Success Stories
Our portfolio is a testament to our versatility and expertise in the field of UI/UX design. It showcases a wide range of projects, from dynamic websites to intuitive mobile apps, each reflecting our commitment to excellence. Our success stories include collaborations with startups, SMEs, and large corporations, each presenting unique challenges and opportunities.
Partnering with Kickr Technology
Choosing Kickr Technology means partnering with a UI/UX design company that is deeply committed to your success. We go beyond just delivering a service; we strive to be a partner in your digital transformation journey. With Kickr Technology, you can be assured of a design solution that is not only aesthetically pleasing but also strategically sound and aligned with your business goals.
Conclusion In the fast-paced digital world, exceptional UI/UX design is not just a luxury but a necessity. At Kickr Technology, we are passionate about creating digital experiences that are not just usable but delightful. As a leading UI/UX designing company in Noida, Delhi, we are dedicated to helping businesses thrive in the digital arena. Connect with us, and let’s create digital magic together!
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grey-space-computing · 11 months ago
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Navigate the digital waters seamlessly! 🚀💻 Grey Space Computing crafts user flows that guide and engage, ensuring an immersive and intuitive digital journey. Ready for flow perfection? 🌐 Website: https://greyspacecomputing.com 📧 Email: [email protected] 📱 Phone: +91-98602 56990 #UserFlows #greyspacecomputing #userflow #userexperience #ux #uidesign #uxdesign #design #userexperiencedesign #uxui #designer #uiux #userinterface #ui #uxdesigner #uitrends #userinterfacedesign #illustration #userresearch #uxresearch #usertesting #illustrator #dailyuix #uix #webdesign #wireframe #designtips #productdesign #wireframes #dailyui #app #adobexd
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devsgames · 1 year ago
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UI is my Achilles Heel so it's a minor miracle that I managed to hook up an almost-completely-functional main menu in just an hour or so.
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orteil42 · 11 months ago
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some undifferentiated thoughts about my Starfield playthrough as i have them. i am a game developer with a strong interest in procedural generation and i've enjoyed a bunch of other bethesda games so this might get pretty mean sorry
(this is a long one)
starfield dialogue is already exhausting me "oh you must've been living under a moon rock ;)" get it! because they're in space! this would've been too corny for the Jetsons
there's a kind of cheap dusting of space theme over everything. the food isn't salmon but alien salmon. it's not seaweed but alien seaweed. cooking alien stir-fry. come on
cannot get over how clumsily the theming is handled. books, board games, weapon names revolve heavily around space. these people have been living on alien planets for hundreds of years yet have this unending sense of novelty about it. the game takes itself completely seriously but feels like it's attempting to parody itself
people's EYEBALLS are CLIPPING THROUGH THEIR EYELIDS
a woman is speaking to me in french. her accent is about as believable as her haircut
these are some of the worst reflection maps i've ever seen
next to nothing is interactive. you can sit in chairs and sleep in beds and that is about it. can't even drink from people's toilets. disgraceful
game helpfully crashes 5 seconds after i decide i should get some sleep. very handy!
my character has not said a single thing since i started playing. not one peep. this is an unmitigated improvement over Fallout 4 i'm so glad honestly
the more i poke around the big city the more the NPC quips feel like something out of gen-1 pokemon. can't get enough of this coffee :) this city is where it's at :) spacesuits are comfy and easy to wear
very strange sense of altered reality from the quest dialogue too. has anyone at bethesda met a person before? i move on to some mission that has me scanning wildlife on a faraway planet hoping this will, somehow, feel less alien than human conversation
just as with No Man's Sky, every planet is uniformly dotted with equidistantly-placed points of interest that you slowly make your way to (no vehicles besides your jetpack) which always turn out to be some cave or building identical to those you've cleared before
unlike with No Man's Sky, the seamless exploration is faked and the biodiversity is nil. you do get an impressive amount of raw loading screens however
the prefab bases and power stations found everywhere on planets seem to have very sparse, very specific slots for spawning consumables, which results in encountering some giant industrial installation in the middle of nowhere with, i don't know, a loaf of whole-grain sandwich bread just casually sitting next to it all proper. there is no breathable atmosphere here. who is eating this
planetary traversal is a CHORE. i am saying this as someone who loved Death Stranding
heinous "hold to confirm" buttons sprinkled in various flow-breaking places throughout the interface
enemy AI is abominable. nobody is pathing their way to get my ass. "must've been the wind" taken to the next level. an infant playing peekaboo has more object permanence
hoisting yourself up on ledges when jumping is…nice
companions randomly nowhere to be found. persists through multiple fast-travels and loading screens until, just as randomly, they pop back up
storage space is now limited! unlike in Fallout 4 and virtually every other bethesda game, your containers now hold a finite item capacity. god forbid we let the player have fun
baffling inventory UI. i imagine there's a mod out there that completely overhauls it the way SkyUI did for Skyrim. this should not be needed! how are your UIs getting worse a decade later!
scanning the precious few species inhabiting some dusty planet; one of them is this arching red root i've already seen several times before. my job done in this biome, i travel (read: teleport with a loading screen) to the polar region to find some other species. the first one i catalogue is the exact same red root again but this time it's named "boreas root" todd howard is a genius
some alien horror comes at me full fangs out. i hop on a pebble. obscenely, i am safe
procedural terrain generation beyond dull, impossibly unimaginative. these people have not had one critical thought on what makes a procedural world interesting. beginning to feel validated in my belief that only i should be trusted with proc gen. along with perhaps tarn adams
jokes aside this is making me feel genuinely insane. there have been excellent procedural generation techniques that produce compelling explorable maps for decades now. bethesda absolutely has the budget and know-how to do miles better than this yet somehow they just…do not? the same way Pokemon has decided to just no longer bother with their mainline games despite being the highest-grossing media franchise in history? hello? what is for real going on
some of the most cynical breadcrumbing i've seen in years. approaching some random cave and this person in space gear, who in the vast immensity of the infinite cosmos just happens to be snapping pictures right here, tells me more-or-less verbatim "if you like this place, you should see this other place" [other random cave has been added to your map.]
i do not like how good this makes No Man's Sky's gameplay look. it depresses me how much i have to hand it to No Man's Sky for at least not fucking up this bad. please stop making me wish i was playing No Man's Sky instead this is grotesque
i think i've exhausted my interest and patience for this game at the moment. i'll get back to the main story at some point and try some other systems ie. crafting and base-building to see if there's any engagement to be found but so far, my god. my god
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losergames · 8 months ago
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Chop Shop is strictly 18+ for language, themes, and potential explicit content. 
🔗 - Game Intro | Bug Report | Ko-Fi
Episode Three is now available! (+ 86,000) - PLAY HERE
Get your first taste of the underground car scene.
Meet some other players in the game.
Be made an offer.
5 achievements up for grabs!
And more!
AN: thank you so much for the patience - i've been dying to put this update out. lots of new characters and lots of variation!! there are 3 major paths to choose between in this ep, i recommend trying them all out! and thank you to my betas for keeping me sane lmao
This update comes with a patch and UI refresh (Version 1.1.2) Notes are under the cut. If preferred, you can access them in game in the start menu.
STORY
EPISODE 01:
MC should now be able to smoke! Buying cigarettes at the shop was not triggering correctly. If playing with an old save, you DO NOT have to restart as code at the beginning of EP 03 has resolved the error. Player will need to restart if they wish to read smoking related scenes in previous episodes.
Updated MC Name selection. Player can now choose from a list of names instead of having to input one to proceed.
Player can now give Taha their chocolate bar if it's in their inventory.
When asking Maz about their scars, the second choice 'You want to ask about it but you're going to keep your mouth shut.' should now take you to the correct response.
Extended and updated 'End Game' scenes.
EPISODE 02:
If MC is faint after exiting the car, but also drunk, they should now get the fainting scene, followed by Dilani helping the MC in the bathroom.
UI + TECHNICAL
SETTINGS:
Autoname Save is now defaulted to ON. This is to add ease and flow to gameplay, especially for mobile, tablet, and app users, instead of calling for an inputted saved name. If player wants to input save names, toggle Autoname Saves to OFF.
Autoname Save previously only used the forename of the MC but now includes the surname as well.
Removed the Fullscreen toggle as it is only intended for desktop use. Player can still toggle fullscreen function via the UI bar on the desktop interface.
Added a choice indicator toggle. (This probably won't come into effect until EP 04 or 05)
Changed serif font from Vollkron to EB Garamond.
OTHER:
Changing the MC's pronouns via the Dashboard has been updated. Additionally, after confirmation will take player back to the Dashboard and not close the dialog boxes entirely.
Hovering over 'Personality', 'Motives', and 'Skills' titles in the Dashboard will now display an information box with a definition. Mobile and tablet users will need to tap on the title.
'Resume Game' now only appears on the main menu when there is an autosave in the saves log.
Choices styling changes.
General UI and button style changes.
Fixed errors with the text message styling.
Added styling for reading text off of a page in game.
Darkened blue in light theme 'Skyline' to reduce eye strain.
CREATE A SAVE
Introducing Create a Save! This feature allows players to quickly manufacture a save file and start at a later point in the game.
Set your identity, appearance, history, and statistics; including personality, motives, and skills. Continue to set key decisions made in previous episodes.
Randomise options available for creating a PC and key decisions.
OTHER
Fixed gaps and spacing issues.
Minor phrasing and sentence structure changes.
Grammar and typo fixes.
whew -- that's a lot of patch notes! apologies for so much that needed to be fixed.
this update shouldn't break/ mess with saves but as a disclaimer i will say, if you spot anything funky, broken, or you don't think things are triggering correctly, try starting a new save. the new create a save feature is incredibly code heavy, and it's been tested relentlessly, but i wouldn't be surprised if something crops up.
if starting a new save doesn't resolve your issue - please submit to bug report or just send me an ask/message.
some things have been meaning to get fixed for Some Time - thank you to everyone that is using the bug report form!
apologies if there are typos and/or bugs - this was a long one to edit and my lovely betas did an OUTSTANDING job reading so much for ep 3 - thank you so much again!!! this time i am going to give it a bit more time before i put together a patch so i can grab more error responses haha.
create a save has also added a wee chunk to the word count, somewhere around 6k, but i'm not including it in the episode 03 word count as it's purely code. so, if you think the total wc is off, that's why!
if you've read this far, happy reading and thank you so much for the continued support!! :) - becky <3
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sam-keeper · 16 days ago
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Here's some early marker tests for the pop up emotes in the new Godfeels chapter
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yes, the reason they look like paper cutouts is because they actually are drawn on paper. I thought it would be funny and Sarah agreed! originally I planned to have them look like the "BLEH" and "BLUH BLUH HUGE BITCH" scribbles in Homestuck but I'm just not very good at drawing that kind of cartoon frankly, and it also just didn't look as good imo in actual marker vs the hard mspaint brushes. so, I gravitated towards a more game ui influenced look, a little more polished. once I hit on the speech bubble looking icons with just facial expressions inside that felt pretty good, with one weird wrinkle: I was working with this sort of busted staedtler marker that Sarah found in our building's dumpster along with a bunch of other staedtlers and, bafflingly, some totally unused posca paint markers. anyway, I was using it to lay down the dark navy color because I liked how bleedy it was, how quickly the ink started flowing fast and hard. it did make the process more tedious because I had to turn the dumb thing upside down and wait for it to calm down before I did each new set of three sprites but overall I liked the results... until I scanned them in. I think my scanner has a weirdly limited sensitivity to blue generally, and it seems like whatever pigment staedtler uses is... I guess MORE reflective of light? than the tombows I used for the rest of the colors? especially the red tombow I used for Dave's colors. so I had to monkey around in photoshop to drop the blue values down darker, to match how it looked on the actual page.
here's the whole sprite sheet, which for whatever reason in this photo is much closer to the physical colors than the scans above are
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once I color corrected them, Sarah cleaned them up and Janet composited them in with her sprites and set, resulting in the fun combo of styles in the chapter:
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burning-academia-if · 1 month ago
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Welcome to yet another monthly update! I feel like the last two times I did this I wasn't exactly in the best space, but I really got back into the swing of things this month. Chapter 3 has been a lot of fun once I finally got through the opening scenes. There's a lot going on this chapter, with a lot of branching. I'm not sure how long this chapter will be, but it's definitely going to be the longest so far. Anyway, here's how August looked:
Released the UI update FINALLY
Opening + magic class scenes are done! Now I'm working on the various daytime scenes. General set up of this chapter is Opening->Class->day activity->night activity->ending scenes. You'll be able to do one thing after class and one thing at night, but there's a lot of variation depending on what ending you got in Chapter 2
It was also the blog's one year anniversary (and October 13th is the game's one year release anniversary!) and I did an ungodly amount of prompts. Some personal favorites: ??? + Sign, Zoe + Distance, Beck/Rook + Cozy
Anyway, I think I wrote over twenty prompts and I think that can count for the one year anniversary of the game itself LMAO I've really been back in a really good flow of writing the actual chapter and I don't want to lose the momentum with any distractions. I think part of it is because there's a whole lot of more the world I get to showcase in this chapter, as well as lay the final foundations of the mystery for MC to investigate (or avoid lol).
Anyway, if all goes well, I think I'll probably be opening up applications for beta readers for chapter 3 in November sometime? It depends on how long this chapter ends up being, but I'm guessing mid to late November!
Anyway, since I didn't do a monthly preview last month, you can get two for this month!
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asheepinthenight · 11 months ago
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Talon's End - Demo Update 1
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DEMO (itch) | DEMO ALT (github)
It's here! Thank you all for your patience and your kind asks and comments since the first demo version was posted. This update contains a bunch of new story content as well as some tweaks, both large and small, to existing content.
This update will break existing saves, so make sure you start fresh!
Please let me know if you encounter any bugs/typos/etc! A description and/or screenshot of the issue and what happened just before you ran into it is super helpful for me to locate issues and get them fixed! There's also a little survey (linked at the end of the demo and HERE in case you missed it) just to satisfy my own curiosity!
As of now, my plan is for Talon's End to always be free to play. If you would have paid/donated to play TE and are able, please instead donate to Palestinian or Sudanese causes or your local abortion or mutual aid fund!
A general, lightly spoiler-y list of new/updated stuff is below the cut.
New stuff!
Super secret RO #2 is here! You can romance/befriend them independently of Hawk or as part of a poly triad. (No additional ROs after this--just the two!)
Lots of new story content!
A few "achievements" for doing weird/obscure things
Early version of the profile page (more to be added)
Early version of the codex/journal page (lots more to be added)
Updated stuff!
New UI (lightly modified from this template!)
New icons for special choices
Updated intro/CWs for new UI and content
More options for nonverbal MCs
Updated wording in multiple places for clarity/consistency/flow
Fixed assorted bugs/typos
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