Solved what are the best methods used to hide the HUD in game

Question that is answered or resolved.
move them offscreen and create scripted ones or not if you dont really want any hud but select cahracter text shouldnt be hidden i think, also join text shouldnt be hidden, shteres some stuff you can hide but also some you shouldnt hide

If you ask to hide the hud for a moment ? i dont think thats possible without redoing entire engines hud using scripting and starting from there.... which sucks and sucked but it is what it is.



Non-Graphics
Level Files - Level Design
type {type} {nospecial} {nohurt}
Optional.

{type} is a binary value which determines if the stage is a normal stage (0) or a bonus stage (1).

Bonus stages end when all obstacles are destroyed, when there are no more items or when time runs out. Players won't lose a life if time runs out.
0 = normal level
1 = Used for bonus levels so a life isn't taken away if time expires.level->type == 1 means bonus level, else regular
2 = custom HUD (no bgicon.gif)

0 = normal level


So when you use level type 2 it also disables all gameover logic, which is pretty strange imo.
 
The reason for this question!
I would like to record some gameplay footage without a hud in it.
It's just for the sake of making a video in this regard.
I'm yet to add my own hud to this game I'm working on
 
That transition from station to train was so smooth...89 would benefit from this!
The way the camera follow the player and the blood.
Having certain pain effects have the player move back or stay in place.
Without a hud the player's eyes will dart around and track everthing else so its good to see that everything is on point here.
 
I've simply made it a 1 player experience, maximum players 1, pause menu is basic and unchanged but I am going to create a custom one with a basic move list
 
yeah, that makes most issues with hiding hud disappear but its too limited to be used as a solution of any kind imo, to record a video its fine i guess
 
I'm working on an entire game without a HUD, it's a remake of Renegade
oh that is very cool - i've played this game to death when I was young at the arcades, because there was one machine which give us 1 extra coin if you hit the coin door and every kid did this unitl the arcade owner realized it, lol

The transition is pretty good, really. I just think the front layer inside the train doesn't make much sense.
otherwise, keep the good work!
 
@danno I love how the character enter the first screen, how the transitions between stages looks so smooth like the arcade DD. The music and theme of enemies really call this for a “The Warriors” game. Love how it looks more “serious” instead of all flashy like Double Dragon Gaiden with those awful pop up screen interrupting all the action when you do combos in that game. I just missed a cutscene with the lips of the radio women speaking to the audience.
Inside the train stage the columns in the foreground looks weird because you can’t see the outside of the train. Those would look better if you are outside the train.
 
I just think the front layer inside the train doesn't make much sense.
otherwise, keep the good work!
Inside the train stage the columns in the foreground looks weird because you can’t see the outside of the train. Those would look better if you are outside the train.

Thanks guys and I understand, with making the game completely HUD-less it's brought up a few stage design issues, I wanted the subway stage playable area to be thin and narrow but also slightly off centre (that's why the train is more up in the viewable screen) but there's a big space underneath the train, I've filled it with passing trains and other subway parts but nothing looks right, I'll figure it out somehow.
 
nofadeout {bi}

  • Controls fade out effect for a level
    • 0 = (default) Screens fades out when you finish the stage
    • 1 = No fade out when the stage finishes
I am going to change graphics on the fly for the night slashers Im working on like this
 
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Set negative value to HUD's coords.

That's how I hide default HUD in my games, except for score which is used by some games.
@Bloodbane is there a way to temporarily hide the HUD during cutscenes and then turning it back on? Currently when my cutscenes play, the HUD is drawn / overlaps my cutscene (which I'm using entity type = text). You mentioned moving the HUD using negative values, I assume you mean via "p1life", "p1icon", etc. - but that can only be used in the LEVELS.TXT file correct (which is where I see other mods do it) ?

I noticed "notime 0" can be used at the <my_level>.txt level, but once I turn it off, it won't turn back on with "notime 1" - I'm guessing it wasn't meant to be toggled on and off during gameplay.

notime {bi}

  • Determines whether or not the player can see the game timer.
 
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