Dusk Modals
===========

15 pixel art modal dialogs and system notices for dark interfaces —
night-violet with amber accents. SVG plus transparent PNG at 1x, 2x and 4x.

Dusk Modals is a set of 15 modal dialogs and system notices drawn in the pixel
art style, where every corner is a staircase of whole pixels and nothing is
anti-aliased. It contains three modal dialogs at rising severity, three system
plates and three system banners, a three-button footer row, a close button, a
layered backdrop scrim and a plain, a focused and an error input field.

A modal is not a panel: it stops the game, waits for an answer, and sometimes
the answer cannot be undone. The usual way to say that is a red border, which
collides with the health colour already on screen and disappears the moment a
developer retints the kit to their own palette.

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 Dusk reading of it: a dark interface on a
night-violet palette with amber accents, built around a header band across the
top of the frame, square-cornered buttons at 96x32, tick-marked bars divided
into 6 segments, and solid icons on a 16px 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.

Severity is carried by the thickness of the strip along the top edge rather
than by its hue, three pixels for a notice, six for a warning and ten for
something destructive, so it survives any tint and any greyscale screenshot.
The button positions are fixed and deliberate: cancel sits left and raised,
the committing action sits right and recessed. That ordering becomes muscle
memory across a game, and a kit that varies it is how a player deletes a save
by reflex. The scrim is four stacked steps rather than one even wash, because
a single black sheet over the whole screen kills the art it is dimming.

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 Dusk family, which
means this kit and the Dusk panel kit line up without either being resized. A
good fit for pixel-art games.

HOW TO USE

  - Keep cancel on the left and the committing action on the right in every
    dialog, including the ones you build yourself from the footer row.
  - Pick the modal by the weight of its top strip rather than retinting one
    sprite. The thickness is the signal.
  - Lay the scrim behind the modal at the size of your screen and tile it: it
    is drawn as discrete steps so it scales without a blur artefact.
  - Use the error input field rather than a red border. It doubles the
    underline, which reads in greyscale and next to a health bar.

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