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GUI - Main menu & Microbe #130
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I can start work on this when I get some substantial free time in a couple of weeks, although I won't be able to do any coding for it. |
The coding is all done :) Just need to update the artwork! Here are the files with the artwork I made myself with Gimp: |
I always thought that the main menu GUI should be black, not green. Other than that, it looks fantastic! |
@Alexthe666 I completely agree. It also would fit with a more realistic style + the website. |
I made a tweak of @jjonj 's GUI, should this be the defaults? |
The current GUI design and layout is entirely a placeholder I'm afraid - it's far too messy and uneven to use in the final game, even with a colour shift. The images Crovea linked are just reference for other designs. Speaking of which, I've created a few variations on GUI ideas for the Main Menu (the first two were created a while ago), with backgrounds to go along with them: The third version is my favourite. It also allows for colour and brightness shifting in the background, while the green tint appears on whatever button is being hovered over. I'd imagine the large empty space to the right would be filled with a settings screen for setting up a new game, a list of saves for loading a game, the options menu for options, links to editors through the tools option and links to images and soundtrack through the extras button. This GUI style has been adapted via the editor and gameplay GUI mock-ups created by ~scio and Xenox. For those interested, the main colour scheme is #2b2b2b #90eb90 and #ababab, which is also what I used on the website and is partly based off the forum. |
Why do we need placeholders? Wouldn't it just be easier to use this finished layout from the start? The only real differences are the graphics and the text. Both of which are easy to change. I could try to port your design to the current format. |
@Oliveriver I like the first and last variations, but I had a thought, what if they were both one in the same, like the planet pans across the background, like the camera is spinning in space, like a satellite, and the green that fades in is some kind of lense flare like effect. What do you think? |
I think the last one Oliveriver linked was the Best, but I feel like it should be more organic. Or the organic-ness can change as you go from a microbe phase to space phase. |
@JSpinoraptor Nice idea, altough this would require it to be a 3D set, as oppose to an animated image. |
@Oliveriver I tried to mimic your design best I could without changing the format and with a little sprinkle of my own touch ;) |
Ok, my Current GUI is a mess. What is the actual size of Thrive? |
You mean the Screen resolution? (if 'yes'), I don't believe we've really got an exact size decided (atleast as of yet), since you can basically resize the window however you please and the fullscreen mode's adjusted to the unique computer in question's (which you're/one's playing the game on) screen size. |
I could have sworn i answered that question, hrmm. But yes, we want can stretch the game to any resolution we like, but to have the GUI look great on all resolutions, we would want it to be made for the largest resolution we want to properly support. I imagine 1920x1080 would be fine |
help by clicking on help button, Compound by clicking on the compound panel when open. See #130
Is there anything that needs to be done here? |
Nothing more on the graphics side of things - the last two pages of this thread: http://thrivegame.forum-free.ca/t1323p150-microbe-gui-finalisation#31323 show the progress towards our current situation, where most of the graphics coding is done, but Lua still needs to be fiddled with. That's currently delayed a little as Moopli doesn't have much free time. |
…allbacks. Undo/redo buttons, help text on both editor and microbe stage, and microbe naming in editor now work. NB: - Microbe name doesn't link to either saving (not yet re-enabled) or species (which aren't on this branch ...yet) - Layout files have been added and gitignore changed, these could easily be temporary or permanent changes in project structure. See #130
… editor to microbe stage. It would be really useful to have the simple-population-dynamics stuff done for this, since working with data being passed from one Microbe instance to another is just plain ugly. It would be much better to have the species passed back and forth (in the handshaking of MicrobeEditor:activate and update, and who knows where else), and just create clean microbe instances. Anyway, I won't bother with this name-passing any more in this branch, better to do it in 191 after 130 is merged. See #130, #191
…ttons dynamically disable/reenable. Also refactored a bunch of microbe stage event callbacks to be methods. See #130
Important internal changes: * Most GUI callbacks are now methods of their HudSystems (cleans the code, mostly) * Saving/Loading has been disconnected from GUI for now, since we need to redesign how save/loading works anyway. * CEGUIWindow now supports animations (which are used slightly) * A small change to microbe.lua, adding a species name. This is temporary, as the entire data-passing system needs to be changed (see #240) See #130
Important internal changes: * Most GUI callbacks are now methods of their HudSystems (cleans the code, mostly) * Saving/Loading has been disconnected from GUI for now, since we need to redesign how saving/loading works anyway. * CEGUIWindow now supports animations (which are used slightly) * A small change to microbe.lua, adding a species name. This is temporary, as the entire data-passing system needs to be changed (see #240) See #130
There is the saving and loading left, but I've bumped it off to another issue as it needs some work from another branch. |
GUI for the Main menu and the Microbe stage and editor. Designing buttons frames, icons etc.
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