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Salvation Prophecy

Posted: Wed Jan 14, 2009 06:41
by Jabberwocky
Here's some shots of the UI from "Salvation Prophecy", which uses CEGUI.

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Project website: http://www.salvationprophecy.com

Thanks to Crazy Eddie and the CEGUI team!

-Jabberwocky

Posted: Wed Jan 14, 2009 08:02
by scriptkid
Hi Jabberwocky,

i stumpled upon your message on the Ogre forums the other day, but since you also post here, i cannot resist to reply :)

Your projects look really good. Gui wise, i especially like how you seem to have a sort of connectors between your different windows. Great that you choose Cegui!

The whole look of the game has a professional feeling. Keep it up! :)

Posted: Wed Jan 14, 2009 12:48
by Pompei2
Looks nice already!

Posted: Wed Jan 14, 2009 19:40
by Jamarr
Looks very nice indeed. Good job to you / your team.

But with such a good looking UI, you are doing it a disservice with that cursor; it is extremely difficult to see in some of the screen shots - cursors need to stand out! I know your artist(s) could make a better one!

The whole GUI looks really good though. Keep it up.

Posted: Wed Jan 14, 2009 21:30
by CrazyEddie
Wow! :shock: That looks really awesome - I agree with what scriptkid said in that it's a nice professional looking job.

The best part is that it doesn't "look" like CEGUI ;)

Thanks to Crazy Eddie and the CEGUI team!

Thanks for using CEGUI, and for allowing us to see what you've done with it.

CE.

Posted: Fri Jan 16, 2009 22:00
by Van
Nice job on the GUI. 8)

Re: Salvation Prophecy

Posted: Fri Jun 19, 2009 14:53
by dredogol
I just stumbled upon this thread, saw the Videos from your main website, and I must say... WOW! :shock:

For a game made in Ogre3D and using CEGUI, I must say this game is awesome!
I will agree with scriptkid, the connectors on those GUIs are pretty neat.

One thing I'm wondering is...
when you open your inventory... you have each box show up in a sequence until they are all done loading. Can I ask how you went about that?
Did you just load the background GUI, then gradually loaded each "blank" button GUI in a loop, then finally showed the content of the INVO after it was done loading?
Now THAT was really cool, IMHO.

Anyways, I might give this game a spin when you guys finish it. =D

BTW, how long did it take you guys to reach this point, and with how many team members?

Re: Salvation Prophecy

Posted: Tue Jun 23, 2009 15:43
by Jabberwocky
Hey Dredogol,
dredogol wrote:One thing I'm wondering is...
when you open your inventory... you have each box show up in a sequence until they are all done loading. Can I ask how you went about that?


About the inventory sequence:
Yeah, it's pretty much what you said. Each separate UI screen in my game has it's own .layout file, and .cpp/.h file. So, I have "inventory.layout" which defines all the widgets and their positions. And I have UIInventory.cpp/.h which grabs pointers to all the interactive widgets, CEGUI::Window*, CEGUI::Button*, etc. Every UIScreen class in my game supports Activate(), Deactivate(), and Tick() functions, where Tick() is just a per-frame call where the UIScreen can do whatever work it wants to. So for the inventory sequence, I just mark the time at which the UI was activated, and move/fade in all the widgets as needed during the Tick() update function. It just uses the setPosition and setAlpha functions.

dredogol wrote:BTW, how long did it take you guys to reach this point, and with how many team members?


I've been working on the game for about 2 years now. Although more like a a year and a half for the old screenshots and videos you've seen. I'm working on it full-time. I'm the only full-time member, but I have some awesome people helping out on the artwork (UI, models).

Thanks for your comments!