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UI Tint Multiplying Overhaul #10
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Come to think of it, now that I know how to program and automate things (like with my Art-Gen project), maybe I should set up a tool that will do all of the multiplying for me! Then I can just sift through all of the results, and only keep the ones that I like. Sounds like a more efficient way to get that done in terms of it already being a repetitive task. |
In addition to these updates, Ewan Howell's new Title Generator project might be a perfect choice for making better logos for in-game! I made a few demos of these just to try out the tool, and I think they suit Dark Mode's ideal art style very well. I'm a big guy in favor of staying as close to vanilla as possible, so I wouldn't want to stray too far away from the original style. But, these could be a nice small addition to go along with that original idea. I just used Dark Mode's custom theme overlay on top of the default logo font sprite, then took some of Dark Mode's logo theme colors to make the second-level font colors. |
Lots of Bedrock's UI elements have slightly changed their textures over the last few years, so Dark Mode could use a big refactor in terms of making sure everything is up to date with their latest changes and textures. One example is the default textures for the plain light buttons, I originally made the Dark Mode ones around Bedrock ~v1.2, and I think they have changed contrast/border styles slightly since then.
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