Byte HUD Frames
===============

10 pixel art heads-up display frames for light interfaces — cool bone with
signal teal accents. SVG plus transparent PNG at 1x, 2x and 4x.

Byte HUD Frames is a set of 10 heads-up display frames drawn in the pixel art
style, where every corner is a staircase of whole pixels and nothing is
anti-aliased. It contains a minimap frame with a north marker, a character
portrait frame, a compass strip, three crosshair reticles, an objective
waypoint marker and a quest tracker plate.

These are the pieces that stay on screen the whole time a game is being
played, which makes them the hardest to get right: every one of them has to be
readable over arbitrary game art without covering the middle of the screen.

The outline steps in 4px units and shading is a Bayer dither rather than a
gradient, so the set survives being scaled by an integer factor — which is the
only way pixel art can be scaled without turning to mush.

Inside that style this is the Byte reading of it: a light interface on a cool
bone palette with signal teal accents, built around a single bordered frame,
fully rounded pill buttons at 112x36, banded bars divided into 10 segments,
and outlined icons on a 24px grid. Those measurements are why two families can
share an art style without being interchangeable: the style decides how an
edge is drawn, the numbers decide what the interface is for.

The quest plate marks a completed objective with a filled box and a
struck-through line rather than by dimming it, so the tracker stays legible
against a bright sky. The compass ticks alternate major and minor so a heading
can be read at a glance rather than counted.

Every sprite ships as an editable SVG and as transparent PNG at 1x, 2x and 4x,
so you can drop the PNGs straight into an engine or open the vector and change
a colour. Built to the same measurements as the rest of the Byte family, which
means this kit and the Byte panel kit line up without either being resized. A
good fit for pixel-art games.

HOW TO USE

  - Anchor the minimap frame to a screen corner and render your map texture
    into the recessed area; the north marker is part of the frame so it stays
    fixed while the map rotates.
  - Draw the objective marker in screen space clamped to the viewport edge,
    not in world space, or it vanishes the moment the target is off camera.
  - Pick one reticle and keep it — the three are alternatives for different
    weapon feels, not a set to mix within one game.

License: CC-BY-4.0 — see LICENSE.txt
Page: https://www.colorosse.com/assets/2d/ui/byte-hud-frames
More free assets: https://www.colorosse.com
