kzr
Member
great tips, everyone!
I started work on the UI yesterday, and bumped immediately into trouble:
my HP/MP meters aren't bars, they're animations.
made a "none" type model for the HP meter, with the intention of running a simple script that checks max HP and current HP and selects the right frame but I don't know how to stop the entity from scrolling and how to draw it permanently in the UI layer. (this last part is sorted out)
it loads perfectly, and spawns inside the level.I even tried "panel" type with speed 0, maybe the coordinates are wrong, I didn't have much time to debug.
but it still scrolls away when the camera moves
in other engines I would spawn an invisible container object at the UI root coordinate and have it spawn modules relative to this position.
how would this be done in OpenBOR? (figured out, just need to get the objects to stick to the screen)
as for the loading screen, if the feature wasn't stripped or modified, I found some legacy methods in the manual. the loading screens are customizable to some extent and I'm happy with that.
that example didn't have mouse support as well. the whole menu is "fake", in the sense that the cursor is a player entity and every icon has its own scripts attached. closest I can think of in OpenBOR is using the attack hitbox to process clicks and the rest is down to scripts/entities. i can definitely change the order in which screens and menus appear to fit the engine defaults.
1. logo/intro
2. default main menu
3. character select
4. custom game menu (in level)
5. actual game level
I started work on the UI yesterday, and bumped immediately into trouble:
my HP/MP meters aren't bars, they're animations.
made a "none" type model for the HP meter, with the intention of running a simple script that checks max HP and current HP and selects the right frame but I don't know how to stop the entity from scrolling
it loads perfectly, and spawns inside the level.
but it still scrolls away when the camera moves
how would this be done in OpenBOR?
as for the loading screen, if the feature wasn't stripped or modified, I found some legacy methods in the manual. the loading screens are customizable to some extent and I'm happy with that.
that example didn't have mouse support as well. the whole menu is "fake", in the sense that the cursor is a player entity and every icon has its own scripts attached. closest I can think of in OpenBOR is using the attack hitbox to process clicks and the rest is down to scripts/entities. i can definitely change the order in which screens and menus appear to fit the engine defaults.
1. logo/intro
2. default main menu
3. character select
4. custom game menu (in level)
5. actual game level
Last edited: