Question about ingame

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Eralp
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Question about ingame

Postby Eralp » Tue Jan 04, 2011 12:06

Hello, I am currently coding my game and I am using CEGUI for gui, obviously :)

CEGUI is working perfectly for my menus before the game and for the lobby, but I can't figure out how should I adjust my ingame gui? Like inventory, shop or hp bars. OR the question is should I for example assume my hp bars as a gui component that CEGUI should handle? same goes for minimap etc.

I try to get my game to a playable stage before hiring artists, so I can't talk to them but I guess we will definetly need a custom imageset.

all in all what do you think I should do.

Thanks :)

uelkfr
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Re: Question about ingame

Postby uelkfr » Tue Jan 04, 2011 18:07

I do not understand. In game GUI is the same 2D GUI without any changes. Maybe you have problem with ViewProjection matrix setup? What Renderer do you use? Show your CEGUI.log or CE will get mad!

Of course we can't help you with arrangement and decoration of your game GUI, because this out of subject stuff. It is related, but out of subject of this forum. If you are skilled you can make your GUI scriptable and let user's help you to write GUI using addons (plugins). Even top games use such metodic :)
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Eralp
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Re: Question about ingame

Postby Eralp » Tue Jan 04, 2011 20:51

Thanks for your answer but in-game gui is not EXACTLY the same as a menu-gui OR I can't see them as a whole :)

more basically the thing is will I be able to have that much control on in-game GUI if I do them using CEGUI. for example there are dots running around in the minimap, I can do this easily with a minimap class and a few sprites, but what would you prefer? I mean I am not sure but it should be harder to access CEGUI window(minimap) and reposition its child windows than doing with a native-way.

But with inventory buttons are introduced so it should be easier to do with CEGUI than coding your own buttons.

So my problem is I think some elements are easier with CEGUI and some are harder with it. But I want to "ensure the unity" too.

If my problem is still not clear I am helpless I guess :)

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Kulik
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Re: Question about ingame

Postby Kulik » Tue Jan 04, 2011 22:25

There certainly are some HUD/ingame GUI elements that will be hard to do with CEGUI but I personally would keep it unified and add as little special HUD code as possible mainly to save work on my side. It all depends on what you are doing but for health bars, you can just skin a progress bar. A minimap is basically a static image with more static images inside it. If you do this with CEGUI, it may be more complex to set up but you gain more future possibilities - like for example clicking on the dots, having tooltips, etc etc...

I think people would be surprised what can you do with looknfeel. Also since rotation was introduced in CEGUI 0.7, rotary minimaps, speed/RPM gauges and similar stuff all became possible.

Eralp
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Re: Question about ingame

Postby Eralp » Tue Jan 04, 2011 23:13

Thanks! Your statement relieved me :)

You gave a very good example, if I want to customize the minimap like adding tooltips or clicking it would be reinventing the wheel. I definetly will want to get those features, so I'll be using CEGUI.

But if anyone is past over the same roads, I'd like to listen his advice on how to do things. I mean like pointing out that example was very helpful (y)


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