Salvation Prophecy

Projects using CEGUI or any kind of implementation revolving around CEGUI - Post it here!
Showing off screenshots and giving a short description is highly encouraged!

Moderators: CEGUI MVP, CEGUI Team

User avatar
Jabberwocky
Quite a regular
Quite a regular
Posts: 86
Joined: Wed Oct 31, 2007 18:16
Location: Canada
Contact:

Salvation Prophecy

Postby Jabberwocky » Wed Jan 14, 2009 06:41

Here's some shots of the UI from "Salvation Prophecy", which uses CEGUI.

Image

Image

Image

Image

Image

Image

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

Thanks to Crazy Eddie and the CEGUI team!

-Jabberwocky
The Salvation Prophecy
Space Combat. Planet Exploration. Strategic Domination.

User avatar
scriptkid
Home away from home
Home away from home
Posts: 1178
Joined: Wed Jan 12, 2005 12:06
Location: The Hague, The Netherlands
Contact:

Postby scriptkid » Wed Jan 14, 2009 08:02

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! :)
Check out my released snake game using Cegui!

Pompei2
Home away from home
Home away from home
Posts: 489
Joined: Tue May 23, 2006 16:31

Postby Pompei2 » Wed Jan 14, 2009 12:48

Looks nice already!

Jamarr
CEGUI MVP
CEGUI MVP
Posts: 812
Joined: Tue Jun 03, 2008 23:59
Location: USA

Postby Jamarr » Wed Jan 14, 2009 19:40

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.

User avatar
CrazyEddie
CEGUI Project Lead
Posts: 6760
Joined: Wed Jan 12, 2005 12:06
Location: England
Contact:

Postby CrazyEddie » Wed Jan 14, 2009 21:30

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.

User avatar
Van
Just can't stay away
Just can't stay away
Posts: 225
Joined: Fri Jan 21, 2005 20:29
Contact:

Postby Van » Fri Jan 16, 2009 22:00

Nice job on the GUI. 8)

dredogol
Not too shy to talk
Not too shy to talk
Posts: 41
Joined: Sat Apr 18, 2009 20:43

Re: Salvation Prophecy

Postby dredogol » Fri Jun 19, 2009 14:53

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?

User avatar
Jabberwocky
Quite a regular
Quite a regular
Posts: 86
Joined: Wed Oct 31, 2007 18:16
Location: Canada
Contact:

Re: Salvation Prophecy

Postby Jabberwocky » Tue Jun 23, 2009 15:43

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!
The Salvation Prophecy

Space Combat. Planet Exploration. Strategic Domination.


Return to “User Projects”

Who is online

Users browsing this forum: No registered users and 6 guests