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!