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View Code? Open in Web Editor NEWVisual design specific stuff for the godot engine
License: Creative Commons Attribution 4.0 International
Visual design specific stuff for the godot engine
License: Creative Commons Attribution 4.0 International
@Calinou godotengine/godot#32319
Also, if this PR is merged, we should update instructions in godot-design to refer to svgcleaner instead of scour.
I noticed there wasn't an issue to track this.
This guide can be distributed as a Markdown file in this repository.
We use Montserrat as a heading font (ExtraBold or SemiBold depending on context) and Roboto as body font.
For people that want to use it in art for blogs, games, etc... to represent godot. Right now you kind of have to take a wild guess which of the svg's in the repo has the logo by itself then just crop it from one of those images.
Should add a little press kit that people can use.
Hi folks :)
just compiled godot from git and love the new icons!
I have 2 suggestions where I think it needs improvement
1 - the save icon in the inspector (as when you are saving a resource). it doesnt look like a save icon, its more similar to the lock icon of the 2d editor.
2 - in the file browser, the folder icon and the plain file icon are too similar, when I open a folder full of files, its very confusing to understand what is what. Would be great if the folder icon could be less square-ish, or perhaps with a yellow color (like a manila folder?)
love everything else, great job!! :D
Red is the color I'd like to see when some serious error occured.
Also it might be a problem for colorblind people who might not easily distinguish red and green.
How about changing it in all default themes (from Godot 4.0 on)?
Not sure what is a better color to use for 3D node icons instead, perhaps, orange or yellow?
Hello,
I was thinking it would be nice to have for example the 2D or script viewport on launch of Godot, so maybe add the option in Project Settings to start Godot with selected viewport.
Now that we have a new design for 2018, it would be nice to update the banner in the FB group accordingly: https://www.facebook.com/groups/godotengine/
Currently, some nodes are missing their icons. Here is a list, ordered by "relative importance"
Group | Nodes |
---|---|
Classes that can be created | Tween , CanvasLayer , ParallaxBackground , ParllaxLayer , Tabs , ViewportSprite , InverseKinematics , PanelContainer |
Used mostly in editor context | GraphEdit , GraphNode , EditorPlugin |
Base classes that can be created | Container , Range |
Base classes that have many inherited classes, but can't exist on their own | BaseButton , Seperator , ButtonArray , CollisionObject{,2D} , PhysicsBody{,2D} , SoundPlayer2D , SpatialPlayer , Joint{,2D} , VisualInstance , GeometryInstance , Light , BoxContainer , SplitContainer |
Also, great work! ๐
I'm in the process of reworking our Steam store page which is quite outdated by now, uploading new videos/screenshots, tweaking the description, and most importantly changing the logo for the new Godot 3 logo.
For the latter part, I'd welcome some help (from @djrm? :)) to make good looking assets in the dimensions needed by Steam for the various uses:
Here's the template provided by Valve for all the required sizes mentioned above: https://partner.steamgames.com/public/marketing/game_page_templates_v3.zip
Also interesting, they have a "Artwork Override" system where we could register different sets of artwork, and swap them as needed when we want to promote something specific. Not sure we'd have a use case right now but it's good to know :)
After weeks of deliberation, experimentation, and reflection, I've decided not to use Figma to house my contributions to the Godot Design System. There are many reasons to favor Figma over Penpot for this massive project, but ultimately the spirit of FOSS is a core principal of both Godot and its community, and introducing a hard dependency on a closed source proprietary platform for the Godot Design System would be, in my view, a weak decision.
For anybody interested, Aaron Mahlke built a project to begin exploring what Godot in Figma would be like -- it includes a very cool proof-of-concept prototype!
There are indeed a select few noteworthy advantages for using Penpot over Figma, which include:
Just to be very clear: Figma is currently a much more productive piece of design software than Penpot, and the comparatively massive familiarity that most professional designers have using Figma isn't trivial. I've swallowed the pill and accepted the hard road, with the experience to know what that means. If truly show-stopper issues arise (e.g. massive data loss, library corruption, etc), I might have to reassess this path.
I will be updating progress in this issue regularly. Ideally, I will earn the right to create and manage this as a Project in this repo, which would also be useful to help identify areas where other contributors can tackle specific todos. Alternatively, new "penpot" and "design system" labels could be created and used to help track issues. That said, I believe that a lightweight project management prioritization system could help with various things, like isolating design requirements that are blockers for issues or active PRs in the Godot Repo. Otherwise, we could simply use "high priority" and/or "blocker" labels to isolate these issues. However, some designers might not be as comfortable navigating Github as the usual Godot contributors, so I believe a project board could be useful.
Link to the Godot Design Penpot dashboard -- currently requires permissions to access.
FOSDEM and GodotCon 2018 are coming in less than two months (7 weeks actually from now), and there are various merch stuff we'd like to have for the events that will require some design work.
Current ideas of things we'd like to print are listed below. Not everything must be done though.
We need to go fast, as printing and delivery takes time, so we should likely order stuff beginning of January at the latest. So please make design proposals ASAP so that we can work on the logistics afterward.
The README contains this section:
Editor icons must be first optimized before being added to the engine, to do so:
- Add them to the "/engine/icons/svg" folder.
- Run the "optimize.py" script (you must have
scour
installed).
However, when I run python3 optimize.py
, it results in over 300 changed files. Looking in my git client, it appears that they are all removals of spaces around negative numbers:
So, what's up with this? Is this intended behavior? If so, why aren't the fixed versions committed in the repository?
I believe that the icon set of the Godot Engine editor should be moved to this repository.
This will allow all users to access and customize the icons more easily.
(Even though it's not currently possible to change the editor icon set)
Made a little intro with the Godot logo. (:
We're going to announce GodotCon 2018 which will take place in Brussels, Belgium on 5 & 6 February, and it would be nice to have a specific banner/poster design that we could use in the announcement blog post, on the events page, etc.
For GodotCon 2017, @razvanc-r had made this one:
GodotCon 2017 SVGs.zip
For Meet the Nodes in Paris last Spring I had made this one:
MeetTheNodes 2017 SVG.zip
It would be good to have something good looking for GodotCon 2018, which seems both friendly and professional. We don't have much time (I would like to post about GodotCon ASAP, actually tonight :D), so for the first iteration it could be kept simple like the GodotCon 2017 artwork, and maybe improved later on.
For info, the font used in the Godot logo and in the first image for "GODOTCON" is Lilita One.
(*) I doubt we can have something done by tonight, so I might go for a non-descript Godot 3.0 screenshot for this first blog post. There will be other posts in coming weeks to give more info about the venue we'll have selected, the talks that will be held, etc., so we'll be able to use the official artwork then.
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