Product Chat / Customising Menus, Etc.

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lordjulian
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Posted: 24th Nov 2015 20:19
I think I read in Lee's blog that the next build will have some kind of tool for customising the menus. Will it also let us customise all loading screens, game over, etc.? I was planning to customise all these the hard way tonight but if the tool will be available next week I might wait.

Could you please elaborate on this tool, if possible?

Thanks.
Julian
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synchromesh
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Posted: 24th Nov 2015 22:19
Use "Style Guru" its a lot easier and really good ..

https://forum.game-guru.com/thread/212352
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lordjulian
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Posted: 24th Nov 2015 23:15
Thanks, But I'd better wait for Lee's version before deciding. Unless we have to until the New Year.
Julian
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MooKai
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Posted: 25th Nov 2015 00:20
What you mean the hard way... ?
You only have to change the jpg files in the folders
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Teabone
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Posted: 25th Nov 2015 01:15
FPSCx9 had a menu editor. Also had the ability to choose your Game Over and Loading screens.
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lordjulian
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Posted: 25th Nov 2015 01:24
Well, I saw a Twitch broadcast a while back in which Lee explained the process, and it seems you need to make images for several different screen resolutions or sizes, not sure... but it seemed more complicated than it ideally should be.
Julian
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synchromesh
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Posted: 25th Nov 2015 01:24
Quote: "FPSCx9 had a menu editor. Also had the ability to choose your Game Over and Loading screens."


As much as I tried I could never get that thing to work
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LeeBamber
TGC Lead Developer
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Posted: 25th Nov 2015 11:13
I won't be adding a front-end UI to make customized standalone game title and end screens for the next few updates, I think that's further down the voting board and will require some serious thought. What I will be doing is adding a few more LUA commands so you can have more than a single image rendered in 2D on the game screen, plus mouse commands so you can effectively construct your own interactive menu should you wish.

P.S. Style Guru is very cool!!
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MooKai
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Posted: 25th Nov 2015 11:47
A custom mouse pointer would be nice to have.
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Tarkus1971
Audio Media Maker
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Posted: 25th Nov 2015 12:06
very cool to have more than 1 image on screen as well, you could have say a gas mask overlay, and health bars etc.

Will the images be able to animate?
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Teabone
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Posted: 25th Nov 2015 22:57
Quote: "What I will be doing is adding a few more LUA commands so you can have more than a single image rendered in 2D on the game screen, plus mouse commands so you can effectively construct your own interactive menu should you wish."


Awesome!
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lordjulian
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Posted: 25th Nov 2015 23:38
OK. I just tried Style Guru. You're right - it is a brilliant little piece of kit. Congratulations to the creator. I'm nearing completion of my game so I'll probably start using Style Guru tomorrow to put my stamp on the menus and screens. Thanks.
Julian
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LeeBamber
TGC Lead Developer
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Posted: 26th Nov 2015 00:52
@Tarkus1971 : My plan was to keep the simple 000.png through 999.png image system and you can then import your own animation sequence as consecutive images and use a simple variable and timing to loop through them for on-screen animation. Perhaps you would instead like to specify texture atlas style images (like we currently use for decals) and then some special commands to animate their UV coordinates before they are rendered to the HUD view? Any idea what those commands might look like, and is there a demand for this low-level yet potentially liberating feature?
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Teabone
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Posted: 27th Nov 2015 03:09
Having different image files for each frame of an animation is much easier for me, than using the atlas style. But it does seem like the atlas style is more commonly used by game developers. So I can't really speak for everyone on which would work better. I'm assuming option B uses less resources?
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3com
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Posted: 27th Nov 2015 10:23
Awesome all those features.

System such as gif file would be nice, so you can loop around img secuences, using "FOR" statement.

If you can control some mouse events, ie: mouse_click, so you can jump from one page to another, realize actions, and so on; then I'm thinking about inventory too.

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Jerry Tremble
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Posted: 27th Nov 2015 14:37
Quote: " But it does seem like the atlas style is more commonly used by game developers. So I can't really speak for everyone on which would work better. I'm assuming option B uses less resources?"


I would assume the atlas style uses less resources as it's just one image, but doesn't that also limit the number of frames available for an animation sequence?
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LeeBamber
TGC Lead Developer
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Posted: 27th Nov 2015 16:09
You can store hundreds of images in a texture atlas and some simple UV coordinate code gives you access to all the frames. It's pretty cool. Ravey has been adding the commands today, and they are looking AWESOME. I will reveal all in my dev blog later
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