>Apart from you not following the 1st rule of project guidelines, I'm just
not feeling it.

First off It's not committed to any branch. Secondly in my introduction
thread when I explained that I felt Mallets and the Sid Emulator art work
needed to be reworked, it was pointed out that neither were on the list to
be updated, so I wasn't worried about overlapping my work. Thirdly if there
was overlap, this could simply be an alternate theme, like it currently is
on my system. I was informed that alternate themes were needed. So my
apologies if I was off base in my presentation.

>Sure it's cleaner, but it doesn't shout C64 to me. It's very generic and
not very interesting IMO.

I'm baffled by this. I referenced several C64 VST's and a plethora of
images of the classic tan C64. Almost all colors were sampled directly from
those images, so unlike the existing module this should be color accurate.
As for the knobs, I looked at knobs from the era, and even looked at modded
C64 synths. Many of the knobs I looked at simply would not work because the
only thing that moves on the sid emulator knob is a little black line. So
after weighing my options I asked my self what I would use if I were going
to mod a C64, and felt brow Lego Technic gears would make awesome knobs,
but there were two problems with them. First all the holes didn't provide a
clean surface for the graphic to spin on, and secondly the gear color was
to close in value to the tan of the C64 case. So I use color samples form
the C64 keys, removed the holes, then placed metallic knob discs from knobs
of that era in the center to allow the black line to have enough contrast
to be usable and created a beveled pocked for the metallic disc to reside
in. As for the groves between section, I originally wanted to round their
edges, but any reference I found with this kind of scenario used sharper
corners except on the outside edges, or if they painted the surface which
was not characteristic of the C64. For the tiny buttons on the right I had
limited choices of what I could do.  There was no room to make them bigger,
and I considered making them lit buttons like the existing ones, but those
are very uncharacteristic of a C64. The only option I thought valid was a
chick-let style button to keep a vintage C64 era feel. The three color
options were the function key yellow brown with white letters, case tan
with brown letters, and key brown with white letters. The latter read the
best so that is what I went with. I tried removing a pixel on the out side
corners of the chick-let keys, but then the case fought the graphic. So I
went back to square buttons. The "sid emulator" font is loosely based
on Microgramma,
which from my research is the original font used to spell commodore. I
crafted the letters by hand while looking at how the actual font looked for
each of the letters. I'm sure it's not 100% perfect, but I think it should
be close enough.

I welcome constructive suggestions on how to improve things to make it feel
more authentic while working with in the spatial and graphical limitations.
I do appreciate your opinion and input, but I can only explain my choices
with out more specifics about why you feel the way you do.

>I'm not so sure if SID really needs a whole rehaul of graphics. The title
part is blurry, and that should be fixed, but the knob and button graphics
are actually pretty good...

I think we disagree on this. It's my opinion the original feels nothing
like a C64, and perhaps this is why we differ about my modifications.
Perhaps if you could show me where your influence comes from I can try and
adapt my art to incorporate it, but with out that I can only draw upon the
iconic imagery of the classic C64

>we should really figure out what we want to do with it before diving in
guns blazing.

The only one who risks getting hurt by my guns blazing is my self. ;) I
chose to make things the way I did, and if it doesn't make it into the
official release, then I can always release it as a sub theme pack.
Besides, I'm doing this for my entertainment. ;)


On Sun, Feb 9, 2014 at 12:05 PM, Vesa <[email protected]> wrote:

> On 02/09/2014 06:45 PM, Vesa wrote:
> > On 02/09/2014 05:43 PM, Bill Y. wrote:
> >> Thoughts, comments, feedback.
> >>
> >>
> https://drive.google.com/file/d/0BwJ-TpACk7OsZ0JwRjRwd3pwREk/edit?usp=sharing
> > https://github.com/diizy/lmms/issues/1
>
> Apart from you not following the 1st rule of project guidelines, I'm
> just not feeling it. Sure it's cleaner, but it doesn't shout C64 to me.
> It's very generic and not very interesting IMO.
>
> I'm not so sure if SID really needs a whole rehaul of graphics. The
> title part is blurry, and that should be fixed, but the knob and button
> graphics are actually pretty good...  we should really figure out what
> we want to do with it before diving in guns blazing.
>
>
> ------------------------------------------------------------------------------
> Managing the Performance of Cloud-Based Applications
> Take advantage of what the Cloud has to offer - Avoid Common Pitfalls.
> Read the Whitepaper.
>
> http://pubads.g.doubleclick.net/gampad/clk?id=121051231&iu=/4140/ostg.clktrk
> _______________________________________________
> LMMS-devel mailing list
> [email protected]
> https://lists.sourceforge.net/lists/listinfo/lmms-devel
>
>
------------------------------------------------------------------------------
Managing the Performance of Cloud-Based Applications
Take advantage of what the Cloud has to offer - Avoid Common Pitfalls.
Read the Whitepaper.
http://pubads.g.doubleclick.net/gampad/clk?id=121051231&iu=/4140/ostg.clktrk
_______________________________________________
LMMS-devel mailing list
[email protected]
https://lists.sourceforge.net/lists/listinfo/lmms-devel

Reply via email to