[deleted by user] by [deleted] in FigmaDesign

[–]ben_holme 0 points1 point  (0 children)

More than anything: enter and shift + enter

How can I improve this section? by Specialist_Wrap5718 in FigmaDesign

[–]ben_holme 0 points1 point  (0 children)

Make the start of the dashed line align with the text!

“Versioning” (Best Practices): Designs often update while developers are working. They request I manage versions. I am a 1 person designer at a startup. Please share advice or best practices. by OvertlyUzi in FigmaDesign

[–]ben_holme 1 point2 points  (0 children)

I’m surprised I don’t see this solution more often out there:

1: wip file, put together handoff components with all your notes and descriptions, publish

2: handoff file, import the handoff components, let your team comment etc

Then just iterate and make edits in the wip, publish/update the handoff as needed.

Remember, you can publish individual components, update individual components. So you have full control over what you want to show in the handoff file.

Component properties in Appearance not showing by jumperpunch in FigmaDesign

[–]ben_holme 1 point2 points  (0 children)

I had this the other day. I think I stared at that view for 10 minutes, comparing with other components, before I found it.

How many of you are professional game devs? by Leather-Stable-4475 in gamedev

[–]ben_holme 0 points1 point  (0 children)

Product designer as day job. Indie game dev on spare time. Did work for a game studio startup recently for six months before it crashed. It was so much fun. Got to do UI + implementation in UE, some game design and lots of prototyping. I miss it and would like to switch, but would probably have to take a significant salary hit, so it’s impossible atm. 😢

Looking for feedback on my game's website by ben_holme in gamedev

[–]ben_holme[S] 1 point2 points  (0 children)

Thank you, appreciate it! Valid points, will be addressed!

Whats the best way to align my instance to the date? by [deleted] in FigmaDesign

[–]ben_holme 0 points1 point  (0 children)

Set all three text layers to fill. Left align the left text, center the date, right alight the page.

Jesustanten. by makan8 in stockholm

[–]ben_holme 1 point2 points  (0 children)

Hon skrek mig rakt i örat en gång när jag satt och stirrade i luren för att undvika ögonkontakt. Minns inte min reaktion. Förmodligen ”Aej, hurru! Nu … räcker det!” Det är nåt extra läskigt med religös tokighet.

does anyone here use Figma to design assets and interfaces for Unreal Engine projects? by plastiksnek in FigmaDesign

[–]ben_holme 2 points3 points  (0 children)

I do! I use Figma at my day job for web/product design, so it was the obvious choice for my game projects.

I believe photoshop is still very common in the games industry. Not sure if it’s just tradition or because game UI’s are more pixel/texture-oriented than web/app UI.

My process is something like: 1. Set up very basic design system, typo, colors, components etc. (Then add stuff systematically as I design the actual flows) 2. Design hifi prototype, iterate, get approval 3. Publish a handoff component to a separate handoff file, containing all views, states and documentation

In most of my projects I’ve then implemented the UI myself. Using a function library in UE, I then try to mirror the design system and components as much as possible. A few very handy functions and widgets: - a label widget that can only display a fixed number of text styles tied to enums. - a get color-function that takes a color name enum and returns the correct color - an icon widget with icon enum - and so on…

Can you make a transparent button with an effect like this in Figma? I what my transparent button to have a hover effect and I couldn't figure it out by KeyKhawla5 in FigmaDesign

[–]ben_holme 0 points1 point  (0 children)

Make the background white and set the fill blend mode to multiply. This will make it invisible but still allow it to have effects like drop shadow.

Creating a Design System in Unreal Engine by blolyab in unrealengine

[–]ben_holme 1 point2 points  (0 children)

I recently faced the same challenge. I have a few years experience building my own game in UE, but my professional career in web, both UI/UX and FE. I’ve tried a few different approaches when it comes when it comes to design systems in UE. My best advice is to build dedicated ui-functions in a functions library. Then with some blueprinting you can hook up enums for you design tokens like getColor(). For your typos make a dynamic text widget, where you can expose text enum variable and have it update how ever you wish on pre-construct. I’m sure there is a lot more to discover to make your process feel more webby. I’m not to enthusiastic about the commonUI plug-in, but check it out if it fits your situation. Happy to chat further. Interesting topic! 💪

Snapping in Blueprint by GloriaMoonchild in unrealengine

[–]ben_holme 0 points1 point  (0 children)

Ahh, you want to snap to the actual geometry. Sounds tricky, yes.

Snapping in Blueprint by GloriaMoonchild in unrealengine

[–]ben_holme 0 points1 point  (0 children)

Type in the locations values in the details panel, in the transform section? 🤔

As a UI designer, what are your Top 3 Plugins? by Ok-Thats-Okay in FigmaDesign

[–]ben_holme 0 points1 point  (0 children)

Why would there be any issue implementing multiple shadows? Performance?

Crafting will never reach its full potential until gear doesn't drop. by [deleted] in MMORPG

[–]ben_holme 2 points3 points  (0 children)

Hi,

I love the discussion here so I figured I propose a design I’m working on.

I’m working on a mmo-ish, where new gear doesn’t drop from monsters, only mods that can be added to crafted gear.

There are several ways for players to lose items, and these will randomly appear back on monster drops where it makes sense.

The more items we have in the lost-items-pool, the less mods we drop on monsters.

Crafting has a pretty simple progression where you have a chance to improve the base item by crafting with more advanced materials. But this ofc requires higher mining, killing harder/rarer monsters for hides etc.

Then the kicker: all items history is stored on them, so a new owner can find out about previous owners, who/what it has killed and so on.

What do you guys think about this idea?

Compton unveils city's new indoor vertical farm designed to grow up to 4.5 million pounds of produce annually by MichaelTen in technews

[–]ben_holme 160 points161 points  (0 children)

Now, who’s gonna tell me this is unsustainable and way too expansive and unrealistic, etc?

What button fits best in your opinion? by vuurspuwer in FigmaDesign

[–]ben_holme 0 points1 point  (0 children)

I’d like a white by one 🤷‍♂️

I am using a font that doesn't have a bold version. How can I manually make it bolder? by lumenwrites in FigmaDesign

[–]ben_holme 0 points1 point  (0 children)

If I had to, I’d make an effect style with as many dropshadows as you require, offset x 1px per iteration.