Moba ui kit

Sign In. Visual Scripting. Unity Monetization. By Unity. Poly Art Animals Forest Set. Top assets. Take your game to the next level. Assets for all users. Popular Assets. Quick Look. Will Hong Dynamic Bone. Michsky Modern UI Pack. Demigiant DOTween Pro. More Mountains TopDown Engine. Refine by clear filters. On Sale Only All Categories. Animations Characters Creatures Humanoids Environments Industrial Landscapes Props Electronics Furniture Interior Vegetation SpeedTree Vehicles GUI Building Concrete Add-Ons What I love the most about Unity is its Asset Store, esp game templates and kits.

Following are my picks for the best Unity templates and kits. TDTK is a ready-to-use 3D tower defense toolkit.

moba ui kit

It has everything ready for you, from tower upgrade, enemies patterns, and skills. What you need is your own graphic assets. Tower Defense Template Kit. It has everything you need to create your own 2D tower defense game with fantasy setting. Its built-in level editor and monetization options will save you tons of time. Tower Defense 2D. If you only want to make a classic 2D game, this is the asset of choice.

This is the most purchased and reviewed kit. It also supports native Oculus VR. TBTK also offers many good features such as fog of war, enemy AI, skills and powers system, cover system, and many more. City-Building Kit — Complete Version.

This kit can be used to make a Clash of Clan game. Hexa Puzzle Block. Jelly Garden Match 3 Complete Project. It has levels with different missions ready to be launched without modifications.

All monetization options are integrated. This toolkit will help developing a car racing game easier. It features an AI system to compete with human players, car physics, replay system, and many small yet important features such as camera, UI settings.

moba ui kit

You can buy the package without source code at a cheaper price. Adventure Creator. A template to make adventure game using visual scripting system. It can be used to make 2D, 2. The template features NPCs and their interactions, inventory and craft system, puzzle logic, QTEs, character switching, save and load system, and many more. Trivia Quiz Game Template. It is the most expensive quiz template in Asset Store but it is worth the money.

The kit supports both offline and online XML question files. Corgi is the most complete platformer engine.We created game UI sample Kits because we want to help both developers and designers to kick-start their UI development process. In this post, we will share our experiences with the design of the MOBA Sample UI Kit for a MOBA-style mobile gameand how our web-based technology enabled us to iterate very fast and test in a browser environment without having to use a game engine.

This is the first of two blog posts in which we will introduce you to the different development perspectives — of designers and front-end developers. We wanted our sample to look like a small completed game. The difficult part was to create an interface that works well on different devices and resolutions.

We are going to describe the challenges we encountered and the results we achieved in each of the stages. The challenge we encountered here was to make both a visually appealing screen and an implementation which is not asset-heavy. Our goal was to create a good-looking solution without character portraits in the sidebars. We decided to create interesting items that are anchored to the corners of the layout. Instead of full-size hero illustrations in the sidebars, we added additional ornaments — a niche filled with skulls, — which were exported as separate images and seamless blends in the background.

We designed this element to be always vertically aligned in the gap between the corner elements. Also, we designed the background texture to look good on changing screen aspect ratio and resolution. This scheme represents the Z-ordering of the elements. The final result. Our next challenge was to make the UI on the screen mobile-friendly.

The interface we created for the Game screen includes 3 panels — Skill Panel, Hero Panel and Inventory, a panel with timer and indicator of wins and losses, and a level map. The most interesting and complex panel is the Hero Panel which consists of several bars — health, mana and level, hero portrait and level indicator.

We decided to add more interesting idle animation in the health and mana-bar. The image below shows that there are two layers which are represented by loopable images below the progress bar. They make the progress bar look like a tube filled with moving liquid. Anatomy of the progress bar.

We tiled both textures horizontally and timed their movement speeds differently. Level Mini-map. We created a Level Mini-map, which has three layers.

Fantasy Game Button Maker

The next layer consists of two elements — the Player Marker and the little dots that represent mobs. The final layer is the background of the map. We separated the UI on major functional blocks and anchored them to specific positions, which allowed us to have design which is resolution independent and mobile friendly.

Final image of the battle screen. For the terrain, we created two different textures — grass and road, — which can be blended together. We also added a texture that represents the circular arena in the map center, and also serves as a point of interest.This website uses cookies to be able to give the best experience while using our website.

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moba ui kit

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Trivia Crack Game Kit Assets.These templates will help you design your next mobile UI in no time.

moba ui kit

To help relieve some of that workload, and to help get you started quicker, we have selected an assortment of the best mobile UI kits that we currently offer.

It is retina-ready and offers fully scalable vectors. It is retina-ready and offers fully editable colors with scalable vectors. It offers fully scalable vectors, and has a resolution of x pixels.

The collection is slightly small with just 17 PSDs, but the overall design is minimal and super clean. The oddly named 7 v. The DO! It includes 17 high resolution PSD files with scalable vectors. The font used is Helvetica, and all the PSDs sport a minimal look.

The fonts used in this set are Bebas Neue and Helvetica. It uses Open Sans as the primary font. Our Products Envato is the leading marketplace for creative assets and creative people About Envato. Subscribe for unlimited digital assets. Buy and sell digital assets. Create your own mockups and assets.

Create and launch a website. Hire designers and developers. Upskill with tutorials and courses. Browse free stock video and art. Make a free Insta website.Now, we will tell you more about this project from the perspective of a front-end developer.

Must Have Free UI Kits for 2020 - Design Essentials

Using a Visual Editor makes your workflow a lot easier. The Coherent visual editor saved us dozens of hours and accelerated the HTML building and styling process, so we could focus on more complex tasks of the UI development. Such a complex task is to make sure that the game UI looks good on any screen size and resolution because creating a responsive design and building it afterwards are two substantially different things.

For example, the design we used for the MOBA sample was made to look good in aspect ratio with the idea that the elements will rescale on different resolutions. However, the HTML elements are not fixed and each one has its own positioning and geometry. So, the hard part was to keep a great user experience even in aspect ratio.

Here is what we did:. We chose maximum visibility of the elements over full responsiveness. This way, the UI looks and feels good even on small screens.

We will illustrate this with the Main menu screen. Here is how the Main Menu looks on original design aspect ratio. Take a look at the buttons, notice their size and the space between them:.

Now take a look at those two screenshots, both taken at aspect ratio:. In the left one, the geometry of the elements is defined with vh units relative to the height of the viewportand in the second one with vw units. There are three things to notice in the first screenshot — the space between the buttons remains the same and the size of the buttons is larger compared to the one with aspect ratio.

Moreover, the size of the buttons is as big as the logo of the game. In the second screenshot, when the UI is fully responsive, the buttons look skinnier, the space between them is bigger not preserved and they have not taken the full possible width the design can offer.

This translates to the buttons being hard to reach. The second design, we completed, was the Skill tree which was integrated into the main game scene. As you can see, the screen has a simple design and it is divided into three parts:. The background image is the frame of the screen and the filling, without the columns separating the skill trees. The columns fit in the background image and their width is according to the viewport width, and the height, according to the viewport height, which makes them stick to the background borders.

The label elements for each skill tree and its children are sized according to the viewport width. As for the skill trees, we would recommend that you put each one in a flexbox and vertically align them inside.

This will be useful for all common screen sizes and aspect ratios. The actual skill tree and all of its elements are sized according to the viewport width. We do this because of the logic of the design — they are standing one next to another.

If each skill tree had its own row, we would have made their size according to the viewport height. It was the most challenging one, but also the most rewarding. The problem here was, as this is the in-game scenethat the UI had to be easily accessible, but at the same time, it had to take away from the game scene as little as possible.

We started the development by creating the UI elements in ascending order by the level of difficulty:. Note: The hero stats was the most complex element with over 20 elements within the wrapper, and with masks added to 3 of the elements.

Then, we evaluated which elements should be easy to click even on small screens. Both the potion bar and the skills bar are such elements. We decided not to resize the avatar and the skill sidebar according to the height of the viewport when the resolution gets squarer. This left more room for the game on the left side of the screen. While, on the right side, the higher the viewport is, the larger is the potions element.

If you have any questions about the creation of interface for video games, write a comment below.Visit the Unreal Technology site. Looking for jobs and company info? Check out the Epic games site. Questions about support via UDN?

Some parts of the HUD is described in other documents, so this document focuses on areas which do not have their own sections. Hero Area The hero area contains information about the state of the hero. It shows the hero's health, level, mana, portrait, spells and stats. Health The health portion has three parts to it. A mask is used make the bar appear to scale down. This technique was used over scaling the health bar, as it ensured that the graphic did not scale as well. It's also a little easier to keep up to date, as you only need to calculate the position of the mask.

18 Best Unity Game Templates and Kits

The health bar text is also kept up to date in the same place, and it is done by setting the text of the text fields. Mana The mana portion has three parts to it. Mana bar Current mana text Regeneration of mana text The mana bar is kept up to date in the same fashion as the health bar.

Portrait The portrait used depends on the platform. On the Mobile platform a static pre-rendered image is used, while on the PC platform a real time dynamic render target is used to produce an animating portrait. In this case, all this function does is to set a texture to the GFx widget. On the PC platform it creates an off screen render target which captures an animating skeletal mesh that is spawned somewhere randomly in the map so that it doesn't interfere with the map.

This creates the animating portrait without having to pre-render a portrait movie. This also allows you also change the hero art without having to rerender the portrait movie.


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