Jump to content

Krankzinnig

Members
  • Posts

    55
  • Joined

  • Last visited

Posts posted by Krankzinnig

  1. Tryptamine:

    is a uniquely breathtaking experience where you can create real-time music in many challenging puzzles. Players will be able to jump right into creating music with an easy intuitive interface. Packed with various real instrument sounds and bass/synth effects, even the most untalented musician will be learning musical theory and creating modern Drum and Bass songs in no time.

     

    Players will hear the beat play and learn to recognize notes to re-create the beat played for them. From simple kick and snare patterns to advanced full length tracks is all possible with Tryptamine in addition to a breathtaking 3D visualizer surrounding the game play.

     

    For more advanced players, they can use Free Edit mode and create tracks using preset sounds and share them with their friends. These share-able files are stored in human readable ".track" files thanks to the DeferoSoft File Format specifications. This allows even more advanced players to upload their own instrument sounds and modify the genre of the whole game.

     

    Menu Scene Mockup:

     

    Tryptamine%20UI%20Mockup.jpg

     

    Thanks, I plan to sell this game for $5 on my companies game market page so detailed criticism would be appreciated.

     

    BUMP: Updated this post with the new UI and game details. I am debating on posting a picture of the game play this soon. But perhaps in a week or so.

  2. Eh not to mention using Code::Blocks eliminates the runtime package needed to run MSVC applications. Don't give me that "everyone has it anyway" because they don't and its terrible. Compile in MSVC, then the same exact application in MinGW with memory/speed optimization checked and you can see the difference. There is no need for MSVC, Code::Blocks has auto complete, auto save, and etc features in a considerably smaller package.

  3. Check that your are using the namespace enet is wrapped in and place all of the enet include files in Microsoft Visual Studio 9.0\VC\include

     

    Keep dropping your libs in there you wont need to set up your directories of course because MSVC already looks for these folders automatically. Also you don't have to update your linker for each configuration setting, you can just choose "All Configurations" if your Debug and Release settings use the same libs.

  4. I see, I know you can do custom exception handling in luabind as well. Try this:

     

    luabind::register_exception_handler<MyException>(&FunctionToCallWhenExceptionOccurs);

     

    You can also replace the luabind error text with your own and then make it actually return and stop the program maybe?

     

    My point was to do it like this:

     

    // lua class
    
    try
    {
       luacode
    }
    
    catch
    {
       LuaException = true;
    }
    
    // in any other class
    
    try
    {
       LuaClass::Init();
    
       if(LuaClass::LuaException)
       {
           throw;
       }
    }
    
    catch(blah)
    {
       return 0; // or w/e
    }
    

     

    Its annoying, but Entity also has multiple levels of exceptions. So when I inherit these classes into my scene classes, all the exceptions forward to my engine and throws my UI notification dialog I made.

  5. Yeah, I am producing multiple titles with a team. So we will reuse the dialogs but change colors and icons. So keeping that UI class in the engine is really handy. Also thanks for the compliment.

  6. Yeah I get your point but think about Valve, they have a really clean UI for login, error dialogs, notifications. This is what this class is for. In no way shape or form would it replace the in game UI or any other visually important UI. Basically, my main menu wont be a rendered rectangle with text. Its going to be a pretty image based layout as seen above in the screenshot Josh posted. But I don't see the need for a overly flashy box to tell the user they are missing a dll file. I guess using the word UI was too broad, they are more or less my notification dialog's. You know, the ones your not constantly staring at.

     

    Btw, almost done implementing my SVG loader woo!

  7. As I have stated before, its all about a blend of images and using these primitive 2D drawing commands. This way your not using a huge image just for a box. I got another example here that might illustrate what I am talking about better:

     

    UI%20Example.png

     

    This is now fully functional UI. You can drag it around by the title bar and the button responds. I have this thrown automatically on errors with a corresponding error code so my team can handle support issues easily. For my in game UI I am using a minimal compass svg image and some other basic info. My inventory and etc will all be drawn as the dialog is.

  8. Just like in GNOME, there is no reason I cannot export my UI to XML. So all the colors, shapes and positions of UI elements are human readable and editable. Hell, you could even create an editor like GNOME has for generating GTK+ code. So my artists can easily create multiple dialog boxes and the game reads them fine. This would just slow down the effect of procedural generated UI, but it makes it more accessible for anyone to modify. I really should release this API on my website.

  9. Yeah of course, GNOME can be skinned quite radically. Its all about being creative with your tool-set. Making advanced UI with rectangles and lines is hard, but if you have alpha support and can draw rounded edges and etc you can achieve a really nice looking procedural form. Then with your vector graphics, you can spice up forms with button icons, outer glow and etc.

     

    102513-1.png

     

    Flexman, for the glassy button I am only using 1 DrawRect command for this. Since the background rects are all transparent and lay on top of each other, I was able to render one darker rect and leave space where the lighter one should be. That way it looks like one lighter box, and one darker box inside a stroke which suggests light reflection. It would be better to use OpenGL, but in interest of time I just tried to use as few LE 2D drawing calls as possible.

  10. I know GNOME is using a lot of OpenGL with GTK+ to do native 3D UI effects such as Apple's cover view. GNOME is almost totally procedurally generated using small SVG images for icons. This is my approach on a much smaller scale. I think GTK+ uses Cario for 2D drawing. You asked how Wndows does it, thought I would shine light on another OS.

  11. I only half agree with you Rick. For a really tiny portable UI I suggest drawing all of your forms without images. If you want to add icons, buttons and etc this can all be done via images. I was going to do my dialog boxes and what not this way, then my in game UI all SVG images.

  12. Bump: Updated my screenshot

     

    Dozz, the point of this UI is to make something very light and appealing to the eye. Of course there are more advanced rendering techniques for pretty UI, but nothing beats an intuitive, easy to use, and clean interface. Also about stopping gameplay, since I am not making a first person game I don't have to hide the mouse or set a fixed position to it. I wouldn't suggest using this UI style for and in game first person UI. A sleek HUD would be better for that.

  13. Almost image-less now ;P

     

    This is a really really really simple example of drawing your own UI in Leadwerks. I saw a few topics about people struggling with bloated GUI libraries. I guess DrawRect/DrawLine is your best friend when tackling UI. I was able to add some more appealing effects such as the stroke, glassy button and text shadow very easily. All can be moved around the screen ;P

     

    UI%20Example.png

     

    Edit: Uploaded an updated screenshot, I will probably end up using a small image for all my buttons to add to appeal, but its pretty much done in this state as far as my dialog box goes.

  14. Eh, my artists send me everything in any format they want basically and I batch convert all my assets with Middlewerks in a few seconds. The artist shouldn't have to worry about these "trivial" tasks anyway ;P

  15. Josh, artists should be able to come here and join projects. Most artist have no need for a Leadwerks license. BUT, if we made an open art forum to non-license holders this will stimulate the community with artists for hire. Not to mention for the artist who do have licenses, collaboration never hurts. I think a programmers best friend is an artist, bring em here!

     

    EDIT: Chief is my artist btw, he doesn't have/want the SDK lol but he is a damn good artist.

×
×
  • Create New...