UI Packs

Amberterm Loading

20 terminal loading and waiting indicators for dark interfaces — warm black with CRT amber accents. SVG plus transparent PNG at 1x, 2x and 4x.

  • ui
  • svg
  • transparent png
  • loading
  • spinner
  • progress
  • skeleton
  • terminal
  • terminal
  • terminal
  • amber
  • crt
  • retro
Sheet showing 20 terminal loading and waiting indicators from the Amberterm family, arranged on a transparency checkerboard with their pixel sizes printed underneath
1600×1363 previewtransparency shown as checkerboard

About this pack

Amberterm Loading is a set of 20 loading and waiting indicators drawn in the terminal style, where one hue at six levels and nothing else — a phosphor tube has no second colour. It contains an eight-frame spinner, a three-frame dot cycle, a loading bar frame with four fill steps, an indeterminate striped bar, two skeleton text lines and a skeleton image block.

The loading screen is the screen a player looks at longest and the one nobody makes art for. It is also the one place where a bar means something different from everywhere else: a resource bar shows a value, a loading bar shows a process, and using the same sprite for both is how a health bar ends up on a loading screen.

The whole set is built from a single hue, including the trace and the marks, because a phosphor or amber CRT physically cannot show a second one. The halo is a stack of strokes at falling opacity, which is what the bloom on a real tube looks like and what a blur filter gets wrong at 4x.

Inside that style this is the Amberterm reading of it: a dark interface on a warm black palette with CRT amber accents, built around a single bordered frame, chamfered buttons at 128x46, hollow-cored bars divided into 7 segments, and two-tone icons on a 32px 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 spinner ships as eight frames rather than one sprite to rotate. Rotation exists in every engine, but the number of frames does not — and in a pixel style a spinner that rotates smoothly is wrong, it should step. An eight-frame atlas is correct in both cases and works everywhere. The skeleton placeholders are here for the same reason the spinner is: an empty screen while content loads reads as broken, and a grey block that has the shape of the thing arriving reads as waiting.

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 Amberterm family, which means this kit and the Amberterm panel kit line up without either being resized. A good fit for terminals, consoles and retro-computing interfaces.

Download

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Download ZIP86 kB

Complete set — SVG sources, PNG exports at 1x/2x/4x, licence and readme

Files included in this pack
FileFormatSizeDownload
Complete set — SVG sources, PNG exports at 1x/2x/4x, licence and readmeZIP86 kB Get →
Spinner, frame 1 of 8, editable SVGSVG847 B Get →

How to use it

  1. Play the spinner frames in order at about 12 frames per second; slower reads as stuck and faster reads as noise.
  2. Use the indeterminate bar when you cannot report a percentage, and switch to the stepped fills the moment you can — a fake percentage is worse than none.
  3. Lay the skeleton line and block in the same positions as the real content so nothing jumps when it arrives.
  4. Keep the loading bar in the accent colour rather than a resource colour; a loading bar that looks like a health bar is read as one.

License

Creative Commons Attribution 4.0 — Free for commercial use. Credit required. Full terms · What this means in practice

Copy-paste credit line
"Amberterm Loading" by Oğuzhan Girgin, licensed under CC BY 4.0 — https://www.colorosse.com/assets/2d/ui/amberterm-loading